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Celas

Posted: Mon Jun 01, 2020 7:40 pm
by Modrageball
Celas (Celas)
Level 79
Planetary & Elemental & Astral Being & Hat, Fate & Void
HP- 26,175
MP- 12,350
STR - 336 (4)
AGI - 1047 (13)
CON - 1047 (13)
MIN - 494 (6)
SPI - 2475 (25)
Additional Stats-
Move- 6
Movetype- Flight
Range- 4
Leadership- 6
XP- 154,974,500
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 90
Gold- 15,493,652,579
Bonus Weeks: 9 (4 Analyst of the Absolute(?), 31 Astromancer, 40 Archer, 30 Biomancer, 3 Botantist, 5 Combatant, 30 Cosmic Mathematician, 5 Diviner, 18 Force Mage, 5 Glyph Mage, 1 Heir of Dust, 40 Hunter, 4 Mountain King, 1 Musician, 13 Necromancer, 1 Numinous Archivist, 5 Radiant Hierophant, 1 Swordsman, 30 Transmuter, 55 Weirdworker, 2 Wizard, 12 Umbramancer, 1 Seer, +3 Summoner, 2 Wanderer, 1 Aetheric Voyager)

Will Learn:

Track A:

Track B:

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
Point Blank
Fortify Body
Overdrive
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom


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

-Analyst of the Absolute-
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element

-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Improved Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic

-Archer-
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +5% To Hit.
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped


-Archsmith of Metal-
Basic Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats while in a Zone of Metal


-Astromancer-
Adept Astral Magic Attunement- (Passive Ability, Astromancer) Astral Magic spells cost possessor 10,000 less MP to cast, Astral Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Astral Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Killed the Joke- (Passive Ability, Bard) While possessor is present, individuals may not be afflicted with Confusion: Overcome by Laughter
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.


-Biomancer-
Adept Biomancy Attunement- (Passive Ability, Biomancer) Biomancy spells cost possessor 10,000 less MP to cast, Biomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Biomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%


-Blazing Sultan-
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire


-Blight Druid-
Lord of the Rotten Forest- (Passive Ability, Blight Druid) Possessor's summons that are both Undead and Plants may choose to have their offensive actions to apply a debuff that provides -500 CON to Plants, with said debuff stacking 10 times


-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Command Interdiction- (Passive Ability, Channeler) Once per thread, when an opponent of possessor that is equal Level to or lower Level than possessor that is below Level 80 performs an action that grants one or more other entities additional actions, possessor may choose for said action to instead not grant any entities additional actions
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Charismatic- (Passive Ability, Commander) Possessor counts as being 1 Level higher for pet-equipping, pet-leveling, summon-equipping, summon-leveling, and summon-summoning purposes, This ability's effects do not stack with other effects that provide bonuses of the same types or to the same things
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-Controller-
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
All-Problem Congregating Art- (Technique Ability, Controller) Possessor may use 'All-Problem Congregating Art' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action applies a nonstacking debuff that increases the odds of minor and moderate negative status effects being applied to its possessor by 25%
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Black Impulse- (Technique Ability, Controller) Possessor may use 'Black Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Destined Impulse- (Technique Ability, Controller) Possessor may use 'Destined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Expert Force Training- (Passive Ability, Controller) The Melee Attack bonus, Ranged Attack bonus, or Magical Attack bonus granted by up to one Force weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Force)
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
FEEL THE HYPE!- (Technique Ability, Controller) Possessor may use 'FEEL THE HYPE!' in conjunction with a 'Magical Attack', 'Ranged Attack', or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action gains +1 Ranged Attack, +1 Melee Attack, and +1 Magical Attack and is delayed 5 rounds,
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Forcible Electrical Shutdown Impulse- (Technique Ability, Controller) Possessor may use 'Forcible Electrical Shutdown Impulse' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as no other technique is used and a Force is equipped. Said action has a 50% chance of applying a non-stacking debuff that makes its possessor unable to perform Electrical element actions for 1 action if its possessor is Level 60 or lower.
Frigid Impulse- (Technique Ability, Controller) Possessor may use 'Frigid Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Frozen Impulse- (Technique Ability, Controller) Possessor may use 'Frozen Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Inevitable Impulse- (Technique Ability, Controller) Possessor may use 'Inevitable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Infuse Essence With Hostile Fire- (Technique Ability, Controller) Possessor may use 'Infuse Essence With Hostile Fire' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action inflicts an instance of Burning that cannot be cured by sources below Level 20.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Predetermined Impulse- (Technique Ability, Controller) Possessor may use 'Predetermined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fate element.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Rampantly Fish-Dooming Burst- (Technique Ability, Controller) Possessor may use 'Rampantly Fish-Dooming Burst' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action gains a 60% chance of inflicting Hexed on up to 20 target Aquatics and a 1% chance of inflicting Instant Death on up to 20 Aquatics below Level 10.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Silent Tide's Grasp- (Technique Ability, Controller) Possessor may use 'Silent Tide's Grasp' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action moves its target to the front row or the back row and cannot be countered by individuals below Level 45.
Sleeting Impulse- (Technique Ability, Controller) Possessor may use 'Sleeting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Thread-Cutting Impulse- (Technique Ability, Controller) Possessor may use 'Thread-Cutting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Weaving Impulse- (Technique Ability, Controller) Possessor may use 'Weaving Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Wind Riddle- (Technique Ability, Controller) Possessor may use 'Wind Riddle' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action deals 1,000 Flat Air element MIN Damage and applies a nonstacking debuff that causes non-Air element targets below caster's Level with lower MIN than caster who are below Level 75 to have a 25% chance of skipping their actions that does not stack.

-Cosmic Mathematician-
Adept Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Amounts of Numerals element Damage possessor deals are increased by 10,000 points, Numerals element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Numerals element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +50 to all stats for each Numerals element item equipped, Possessor's Numerals element pets and summons gain +250 to all stats
Basic Numerals Synchronization- (Passive Ability, Other: Cosmic Mathematician) Possessor gains +25 to all stats if possessor is Numerals element
Cosmic Mathematician- (Passive Ability, Other: Cosmic Mathematician) Possessor ignores (1 * (Possessor Level/5), rounded down)% Numerals Resistance, Possessor ignores Numerals Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Crafter-
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points

-Deathless One-
Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
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
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Doom Grin- (Passive Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, gains a 5% chance of inflicting Instant Death: Doomed on up to 5 opponents at the start of each round
Doom Juggernaut Frame- (Passive Ability, Deathless One) Possessor, if an Undead and Level 60 or greater, obtains +5,070,000 HP, +30,000 STR, +30,000 CON, and 80% Resilience
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
♢Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death
♢Eternal Undying Authority- (Passive Ability, Deathless One) Once per thread, when possessor summons Undead, possessor may choose to not be able to be prevented from summoning those Undead
Expert Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Undead pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Undead
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Ghost- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 40% Dodge
♢Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned
Ghostly Chill- (Passive Ability, Deathless One) If possessor is an Undead, quantities of Ice element Damage dealt by possessor are increased by 500 points
Ghostly Haunting- (Technique Ability, Deathless One) Possessor may use 'Ghostly Haunting' in conjunction with a 'Magical Attack' action if possessor is an Undead and no individual of greater Level than possessor or who is Level 60 or greater objects. Said action gains a 100% chance of inflicting Hexed and Hexed: Haunted, and marks one target who is not immune to Hexed or Hexed: Haunted as being 'Haunted', with caster leaving battle, entering another battle that contains a Zone of Darkness, for the duration of said target's counting as being marked as Haunted, with caster being able to perform actions that target individuals in the battle caster was formerly in while in said battle, with said marking lasting for 10 rounds or until either caster or said target is dead, and with caster immediately rejoining caster's aforementioned prior battle when said marked individual either dies or is no longer marked as Haunted
Ghostly Incorporeality- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 50% Dodge and 100% Dodge against individuals below Level 20, and possessor has a 50% chance of ignoring debuffs from sources below Level 20
Ghostly Possession- (Active Ability, Deathless One) Possessor may spend an action that caueses caster to begin treating a target as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targetted as though caster were transformed into said target, with said action not working on targets above Level 20 or individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
Lich- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +2,000 Magical Attack, +2,000 MIN, +2,000 SPI, 20% Physical Resistance, 20% Magic Resistance, and +20,000 MP
Lich's Phylactery- (Passive Ability, Deathless One) If possessor is an Undead and is Level 40 or greater, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Light element, from an individual 20 or more Levels greater than possessor, from an element possessor is weak to, or from an individual or Level 100 or greater, In these cases, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects
Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Lord of the Frozen Dead- (Passive Ability, Deathless One) If possessor is an Undead, possessor may choose at the start of any round to gain a buff that gives its possessor the element Ice, 60% Ice Resistance, and Frozen Immunity. Possessor's Ice element Undead pets and summons gain +3,000 to all stats as a non-stacking constantly-applied effect.
Lungs Inhabited By Two Ghosts- (Passive Ability, Deathless One) Possessor may, at the beginning of a round, summon up to 2 Ghost from the Enemy List, with possessor being able to summon a max of 2 such entities per thread, Max 2 summoned
Master of the Courts of Bloodstained Silk- (Passive Ability, Deathless One) Possessor's Undead summons whose name includes 'Vampire' or 'Vampiric' have their Charm infliction chances increased by 50% and their Dominion infliction chances increased by 5%
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Open Up And Release A Skeleton- (Active Ability, Deathless One) Possessor may spend an action to summon 1 Skeleton from the Enemy List and to have a 100% chance of inflicting Confusion: Fear on up to 30 targets, Max 1 summoned
Reaper's Scythe- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength + Spirit, has a base Damage value of 63,700 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Scythe items, has a 50% chance of inflicting Instant Death, is solely Physical or Darkness or Fate or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate element, and costs 0 MP
Rimedead Commander's Summoning of Rimedead Legions- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater may spend an action to summon 5 Rimedead Warlegion or 5 Rimedead Deathbringers or 2 Rimedead Doomriders from the Enemy List (if such entities exist on the Enemy List), Max 30 summoned
Rimedead Touch- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 43,000 Damage that it incorporates as thought possessor were an Enemy, incorporates the Melee Attack or Magical Attack bonuses (choosing one across all items) of equipped Fist Weapon items, has a 130% chance of inflicting Frozen, Voidstruck, and Frozen: Frostbite, is solely Darkness & Ice element, and costs 0 MP
Saltwater Sea-Dead- (Passive Ability, Deathless One) If possessor is Undead, sources below Level 40 cannot inflict Drowning on possessor
Self-Animating, Self-Replacing Skeleton that Attacks By Jumping Out the Throat- (Passive Ability, Deathless One) If possessor is attacked, possessor may, up to once per round, spend 10% of its Max HP to summon an Undead from the Enemy List that is normally fightable for drops and equal to or below possessor's Level whose name includes 'Skeleton', 'Skeletal', or 'Bone', with said summon optionally conducting a chosen one of its abilities as a counter against the attacker, which must target the attacker and may otherwise only target the summoned Undead and its summoner; said counter is preemptive if its summoner is both greater Level than the attacker and has a higher turn-order-determining stat sum than the attacker; Max 1 summoned
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Visage of the Terrible Skull- (Passive Ability, Deathless One) Possessor has a 45% chance of inflicting Confusion: Fear on each opponent at the start of every round
Void-Facet Phylactery- (Passive Ability, Deathless One) At the end of each round, if possessor is an Undead and Level 40 or greater, possessor may choose to remove all text from any one debuff present on possessor that comes from a source below Level 60, with this effect being a buff on possessor
Zombie- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI
Zombie Grave-Bursting- (Passive Ability, Deathless One) If possessor is an Undead, possessor is cured of all affliction instances of Entombed that possessor is afflicted with at the start of each round that come from sources below Level 40

-Destiny Weaver-
Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Call Forth the Living Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to summon 5 Elementals that are Fate element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Elemental Invocation of Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Invocation of Fate' in conjunction with an 'Elemental Attack' action so long as possessor is Fate element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element Damage to up to 10 targets
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
Fate Battle-Aura- (Stance Ability, Other: Destiny Weaver) Possessor deals 10,000 Flat Fate element Damage to each opponent at the start of each round
Fate Body Form- (Stance Ability, Other: Destiny Weaver) Possessor gains +200 Defense against Fate, Possessor gains 15% Fate Resistance, Possessor may deal 5,000 Flat Fate element Damage to any individual who conducts an offensive action that targets possessor
Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate 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 Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, 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 Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Improved Fate Elemental Emanation- (Passive Ability, Other: Destiny Weaver) Possessor's 'Call Forth the Living Fate' ability may summon entities up to Level 20
Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Improved Zonal Fate Empowerment- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fate
Infinite Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains the element Fate while in Destiny Weaver stances
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Nourish Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor deals HP or MP healing to an Fate element individual, possessor deals 300 additional points
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5% Dodge against Fate element individuals
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Prosperous Venting of Excess Fate- (Passive Ability, Other: Destiny Weaver) If possessor is Fate element and performs an 'Elemental Attack' action that is solely Fate element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Fate Elemental Spawn- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of any round, unsummon one of possessor's Fate element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Relentless Tempest of Fate- (Passive Ability, Other: Destiny Weaver) If possessor's last action was solely Fate element either due to this ability or the technique 'Elemental Attack-Conversion: Fate', possessor may make any of possessor's offensive actions solely Fate element.
Soothing Fate Emanation- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element HP Healing to up to 10 targets that are Fate element
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Understanding of the Bonds of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fate element individual
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Diviner-
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
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
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
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
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility


-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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)


-Elementalist-
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
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
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells


~Elemental Researcher~
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.


-Enchanter-
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Enchanter- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds


-Enslaver-
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Slavermaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped


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


-Force Mage-
Adept Force Magic Attunement- (Passive Ability, Force Mage) Force Magic spells cost possessor 10,000 less MP to cast, Force Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast


-General-
♢Accompanied by Deathless Guardians- (Passive Ability, General) Possessor may, when entering threads, have instances of Undead Necromancy summons that possessor could summon that are not unique equipped as though they were pets, with these summons being pets and not summons, but counting against the summon limits that they would count against were they summons and being unable to be equipped in numbers exceeding those limits
♢Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame
♢Ruler of the Undying Kingdom- (Passive Ability, General) Possessor's Undead allies obtain +(100 * Possessor Level) to all stats as a non-stacking bonus


-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor’s Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Phantom Terrain Link Established: Boneyard- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard


-Other: High Judge-
Absorb Law- (Passive Ability, Other: High Judge) Possessor Absorbs Law against sources below Level 20 if Level 20 or greater
Adept Law Synchronization- (Passive Ability, Other: High Judge) Amounts of Law element Damage possessor deals are increased by 10,000 points, Law element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Law element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense against Law
Apprentice Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 5% Law Resistance
Apprentice Law Synchronization- (Passive Ability, High Judge) Possessor gains +50 to all stats for each Law element item equipped, Possessor's Law element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +100 to all stats
Apprentice Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law
Basic Acceleration Within Law's Dominion- (Passive Ability, Other: High Judge) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Law
Basic Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +50 to all stats
Basic Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +50 Defense against Law
Basic Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 1% Law Resistance
Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element
Basic Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +10 to all stats
Basic Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +50 to all stats while in a Zone of Law
Control of Law- (Passive Ability, Other: High Judge) Possessor has a 20% chance of being able to cancel the actions of Law element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Detect Law- (Passive Ability, High Judge) Possessor gains +1% To Hit against Law element targets
Elemental Attack-Conversion: Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Law element and no other technique is used. Said action becomes solely the element Law.
Elemental Invocation of Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Invocation of Law' in conjunction with an 'Elemental Attack' action so long as possessor is Law element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Law- (Passive Ability, Other: High Judge) Whenever possessor absorbs Damage that is Law element Damage, Possessor may choose to deal 10,000 Flat Law element Damage to up to 10 targets
Empowered By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Law
Greater Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 25,000 points
High Judge- (Passive Ability, Other: High Judge) Possessor ignores (1 * (Possessor Level/5), rounded down)% Law Resistance, Possessor ignores Law Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +5,000 Defense against Law
Improved Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +2,000 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Improved Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 10% Law Resistance
Improved Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +250 to all stats
Improved Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +1,000 to all stats while in a Zone of Law
Improved Zonal Law Empowerment- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Law
Law Battle-Aura- (Stance Ability, Other: High Judge) Possessor deals 10,000 Flat Law element Damage to each opponent at the start of each round
Law Body Form- (Stance Ability, Other: High Judge) Possessor gains +200 Defense against Law, Possessor gains 15% Law Resistance, Possessor may deal 5,000 Flat Law element Damage to any individual who conducts an offensive action that targets possessor
Law Immunity- (Passive Ability, Other: High Judge) Possessor gains Law Immunity against sources below Level 20 if Level 20 or greater
Law Manipulation- (Passive Ability, Other: High Judge) Possessor may choose one of the following at the beginning of each round if Law element: Create a Zone of Law, Remove a Zone of Law created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Law by either possessor or a source below Level 20, Add Law 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 Law element on a Law element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Law, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Law, 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 Law element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Law to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Law, 5% Law Resistance, or +50 Defense against Law and 1% Law Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Law- (Passive Ability, Other: High Judge) Possessor may choose, at the beginning of a thread, to become solely Law element
Nonsynchronous Elemental Attack-Conversion: Law- (Passive Ability, Other: High Judge) Possessor may use the Technique 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Law element.
Nourish Law- (Passive Ability, Other: High Judge) Whenever possessor deals HP or MP healing to an Law element individual, possessor deals 300 additional points
Nourished By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Law
Predict the Flow of Law- (Passive Ability, Other: High Judge) Possessor gains +5% Dodge against Law element individuals
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Reflect Law- (Passive Ability, Other: High Judge) Possessor Reflects Law against sources below Level 20 if Level 20 or greater
Stability Within Law- (Passive Ability, Other: High Judge) Possessor gains 25% minor negative status effect resistance while in a Zone of Law
Understanding of the Bonds of Law- (Passive Ability, Other: High Judge) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Law element individual
Zonal Law Control- (Passive Ability, Other: High Judge) Possessor may, at the start of each round, choose one Zone of Law that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80


-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points


-Hunter-
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical


-Inscriber-
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Darkness- (Passive Ability, Inscriber) Possessor gains +1% Darkness Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Fire- (Passive Ability, Inscriber) Possessor gains +1% Fire Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%


-Justicar-
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes


-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Impairing Bash- (Technique Ability, Lawbringer) Possessor may use 'Impairing Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Impaired.
Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60


-Lightbearer-
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes


-Lord of Trees-
Basic Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +50 to all stats
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Basic Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats while in a Zone of Wood


-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped

-Mountain King-
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Zonal Earth Control- (Passive Ability, Mountain King) Possessor may, at the start of each round, choose one Zone of Earth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80


-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped


-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Adept Necromancy Attunement- (Passive Ability, Necromancer) Necromancy spells cost possessor 10,000 less MP to cast, Necromancy spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Necromancy Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Attuned to Black Flickers- (Passive Ability, Necromancer) Possessor, as an RP effect, may choose to divine the basic nature of Black Flickers in special events and RP threads in which they appear
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Awakener of Ancient Dead- (Passive Ability, Necromancer) Possessor's resurrection of individuals ignores requirements of possessor's spells and abilities that only permit the resurrection of individuals before a certain number of actions or rounds have passed, Possessor's Undead summons may gain +6,000 to all stats as a non-stacking buff at the time of their summoning
Bargain with the Dead- (Passive Ability, Necromancer) Possessor's chances inflicting Charm on Undead and Spirits are increased by 5%
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancy) All Necromancy spells gain +10 Magical Attack and cost 10 less MP
Caller of Dead Wood- (Passive Ability, Necromancer) Any Plant below Level 60 that possessor would summon may instead by replaced by a version identical other than its natural name is considered 'Deadwood <Former Name>', its natural subtype becomes Undead, it gains natural Pain Immunity, Poison Immunity and Diseased Immunity, and it gains the natural ability:
Deadwood Plant- Possessor gains the subtype Plant, Constant Effect
Create Burning Skeletons- (Passive Ability, Necromancer) Possessor's Necromancy summons that are Undead and have 'Skeleton' or 'Skeletal' in their name may, when summoned, gain the effect:
Burning Skeleton- Possessor gains the element Fire, Possessor deals 12,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Create Riddle-Skulls- (Passive Ability, Necromancer) At the start of any round, possessor may pay 5,000 XP and 300,000 Gold to create a Riddle Skull, which must be carried in a Summon Slot; Each such Riddle Skull may be destroyed by any individual with over 15,000 MIN spending an action, each such Riddle Skull may deal up to 70,000 Flat Damage of any base element to up to three individuals with below 10,000 MIN at the start of each round; A max of 12 such Riddle Skulls may be created per creator at any one time
Create Rotting Undead- (Passive Ability, Necromancer) Possessor may choose for possessor's Undead summons, when summoned, to obtain a non-stacking buff that gives them -500 CON, to a minimum of 1, but also causes them to gain an optional 60% chance of inflicting Pain: Nauseous on any individual who conducts an offensive action targeting them at the end of said action
Create Umbral Undead- (Passive Ability, Necromancer) Possessor's Undead summons may obtain a buff that makes them solely Darkness element when they are summoned
Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
♢Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats
Embalmer- (Passive Ability, Necromancer) Possessor’s dead allies count as having been dead for one less round, to a minimum of 0 rounds
Empowered by the Recently Dead- (Passive Ability, Necromancer) Whenever an individual who is not an Undead or Spirit dies in the same battle as possessor, possessor obtains a buff that provides +250 to all stats, lasts until the end of the round, and stacks 200 times
Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned
Gift of the Dead: Miasmatic Aura- (Passive Ability, Necromancer) Possessor's Undead summons, when summoned, may obtain the effect:
Miasmatic Aura- All individuals in the same battle as possessor, excluding possessor and Undead above Level 60, obtain -400 to all stats and have a 60% chance of being afflicted with Confusion: Depression at the start of each round as an effect that stacks both in terms of the max number of affliction attempts per target per round and in terms of stat penalties 5 times, Constant Effect
Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Focused Necromancy Casting- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Necromancy
Has Been Warded from the Purity-Eroding Aspects of Necromantic Magic- (Passive Ability, Necromancer) Possessor gains +500 Defense against Necromancy, Possessor cannot be afflicted with minor negative status effects that come from Necromancy spells
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor’s damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Life-Withering Aura- (Passive Ability, Necromancer) Individuals in the same battle as possessor, not counting possessor, who are Humans, Humanoids, Animals, Aerials, Aquatics, or Plants suffer -200 to all stats as a non-stacking penalty
Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words ‘bone’, ’skeleton’ or ‘skull’ in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Reraise Undead- (Active Ability, Necromancer) Possessor may spend an action to resurrect any Undead pet or summon of possessor's that was killed by a source below Level 60
Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 HP, +20 to all stats, and +300 damage dealt with all damage
Summon Riddling Undead- (Passive Ability, Necromancer) Possessor's Undead summons' actions deal 300 additional MIN Damage, Possessor's Undead summons' actions deal 30,000 additional MP Damage
♢Undying Blessings Granted to Servants Eternal- (Passive Ability, Necromancer) Whenever one of possessor's Undead Necromancy summons dies, possessor may choose for one of possessor's Necromancy buffs present on that entity to not expire upon that death
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
White Necromancer- (Passive Ability, Necromancer) Necromancy spells that possessor casts that Heal and possess a Magical Attack bonus gain +1,000 additional Magical Attack for the purposes of non-offensive actions
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities


-Numinous Archivist-
Absorb Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Absorbs Knowledge against sources below Level 20 if Level 20 or greater
Adept Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Amounts of Knowledge element Damage possessor deals are increased by 10,000 points, Knowledge element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Knowledge element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Knowledge Resistance
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +100 to all stats
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Basic Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to all stats if possessor is Knowledge element
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Control of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor has a 20% chance of being able to cancel the actions of Knowledge element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 10% Knowledge Resistance
Improved Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +250 to all stats
Knowledge Immunity- (Passive Ability, Other: Numinous Archivist) Possessor gains Knowledge Immunity against sources below Level 20 if Level 20 or greater
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge 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 Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, 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 Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Nullify Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may remove the element Knowledge from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Knowledge-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Knowledge-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Knowledge from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Ocean Prince-
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element


-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
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Light Armor Training) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
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
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
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry Protection- (Passive Ability, Protector) Possessor gains +25 AGI, Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Guard Back Rank action, so long as no other technique is used and a Light Armor is equipped.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Swift Protection- (Passive Ability, Protector) Possessor may, at the beginning of a round, declare that possessor's first action taken will be Guard Other or Guard Back Rank, if possessor does so, then possessor must perform said chosen action as possessor's first action and skip any actions that possessor can skip if possessor cannot perform said action, Possessor, upon choosing such, gains a non-stacking buff of +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the round
Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
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


-Puppet Master-
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes


-Reaper-
Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Astral Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Harvest- (Technique Ability, Reaper) Possessor may use 'Black Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Harvest- (Technique Ability, Reaper) Possessor may use 'Critical Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +5% Critical.
Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impairing Harvest- (Technique Ability, Reaper) Possessor may use 'Impairing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Impaired.
Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Night Harvest- (Technique Ability, Reaper) Possessor may use 'Night Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reslaying Scythe- (Technique Ability, Reaper) Possessor may use 'Reslaying Scythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Scythe equipped. Said action gains +36,000 Melee Attack against targets that are Undead or that have been resurrected during this thread; said action gains '20% inflicts Instant Death' against targets that have been resurrected during this thread.
Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Umbral Harvest- (Technique Ability, Reaper) Possessor may use 'Umbral Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.


-Ritualist-
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast


-Scholar-
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements


-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack


-Shadow Duke-
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)


-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic


-Snow Queen-
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance


-Sorceress-
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
♢Necromantic Autocounterspell- (Passive Ability, Sorceress) If possessor is wielding a Wand, up to once per round, when an equal or lower Level nonunique entity (or a unique entity 5 Levels or more below possessor) performs an action that involves the casting of a non-unique Necromancy spell, and possessor has a Necromancy spell of equal or greater value equipped (or the Necromancy spell involved in said action does not have a specific value listed), possessor may, if possessor has at least 5 Necromancy spells equipped, cancel said action as a preemptive counter


-Spatial Mage-
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles


-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor


-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Hiebarric Summoner- (Passive Ability, Summoner) Possessor possesses a 'Hiebarric Summon List', Possessor summons up to 5 individuals from possessor's 'Hiebarric Summon List' at the beginning of battle, Possessor summons up to 2 individuals from possessor's 'Heibarric Summon List' every 10 rounds, Max 6 summoned, No more than half of this cap of summons may be of the same entity type at any given time, Possessor may use Hiebarric summon patterns in RP threads to add to possessor's 'Hiebarric Summon List' and may sometimes add defeated opponents to said list
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats


-Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped


-Transmuter-
Adept Transmatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmutation spells cost possessor (100* Possessor Level) less MP to cast

-Umbramancer-Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
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
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack


-Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Agility Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: AGI Drain Immunity
And The Void Does Not Care- (Technique Ability, Other: Unbound Guru) Possessor may use 'And The Void Does Not Care' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Ranged Attack', 'Magical Attack', 'Meditate', or 'Cast a Spell' action so long. Said action's targets acquire a non-stacking debuff that makes them unable to obtain new positive status effects.
Apprentice Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense against Void
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Basic Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Basic Void-Fuelled Casting- (Passive Ability, Other: Unbound Guru) Spells cost possessor 50 less MP to cast if possessor is Void element or in a Zone of Void
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Constitution Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: CON Drain Immunity
Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Eerily-Glowing Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to scan the stats of any one individual at the start of each round
Elemental Attack-Conversion: Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Void element and no other technique is used. Said action becomes solely the element Void.
Elemental Invocation of Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Invocation of Void' in conjunction with an 'Elemental Attack' action so long as possessor is Void element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Void
Empty Mind Discipleship- (Passive Ability, Other: Unbound Guru) Possessor obtains +200 MIN and +200 Defense against MIN Damage if Void element
Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 25,000 points
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Improved Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5,000 Defense against Void
Improved Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +2,000 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +1,000 to all stats while in a Zone of Void
Infinite Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor gains the element Void while in Unbound Guru stances
Inner Void Extrusion- (Technique Ability, Other: Unbound Guru) Possessor may use 'Inner Void Extrusion' in conjunction with a 'Meditate', 'Cast a Spell', or 'Magical Attack' action so long as no other technique is used and possessor is Void element. Said action moves one Zone created by its performer's 'Guru's Empty Sanctum' ability from a battlespace created by its performer's 'Guru's Empty Sanctum' ability into the battlespace that its performer is present in until the end of the round (with said Zone moving to the battlespace it was moved from at the round's end if such is still possible and not moving if such is not possible)
Inner Void Understanding- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespaces and zones created through possessor's 'Guru's Empty Sanctum' ability while Void element even while not in those battlespaces, with said presence counting as possessor additionally being present in said battlespace and not making possessor stop counting as being present in any other battlespace
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Erasing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 buff from a source below Level 60 from any one target.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Mind Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: MIN Drain Immunity
Nonsynchronous Elemental Attack-Conversion: Void- (Passive Ability, Other: Unbound Guru) Possessor may use the Technique 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Void element.
Nourish Void- (Passive Ability, Other: Unbound Guru) Whenever possessor deals HP or MP healing to an Void element individual, possessor deals 300 additional points
Nourished By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Void
Nullify Void- (Passive Ability, Other: Unbound Guru) Possessor may remove the element Void from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Void-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Void-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Void from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5% Dodge against Void element individuals
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Pure-Black Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore Dodge bonuses from sources below Level 40
Reconsume Void Elemental Spawn- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of any round, unsummon one of possessor's Void element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Void- (Passive Ability, Other: Unbound Guru) Possessor Reflects Void against sources below Level 20 if Level 20 or greater
Sanctum-Bolstered Meditation- (Passive Ability, Other: Unbound Guru) If possessor performs a 'Meditate' action while in a battlespace or Zone created through possessor's 'Guru's Empty Sanctum' ability, possessor obtains a buff that stacks 5 times that provides +500 to all stats
Scourging Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and removes 1 buff or debuff from a source below Level 40 from each target.
Scourging Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and removes 1 buff or debuff from a source below Level 40 from each target.
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Spirit Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: SPI Drain Immunity
Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Storing Treasures Nowhere- (Active/Passive Ability, Other: Unbound Guru) Possessor may carry up to 20 additional unequipped items into threads if Void element, Possessor may spend an action to unequip any one item carried by possessor and remove it from battle until the end of the round, This storage may last longer in RP effects
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Strength Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: STR Drain Immunity
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Unbound Through Wisdom- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element if possessor does not possess any MIN Damage
Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Unfettered Mantra- (Stance Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Uplifted By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Void
Void Battle-Aura- (Stance Ability, Other: Unbound Guru) Possessor deals 10,000 Flat Void element Damage to each opponent at the start of each round
Void Body Form- (Stance Ability, Other: Unbound Guru) Possessor gains +200 Defense against Void, Possessor gains 15% Void Resistance, Possessor may deal 5,000 Flat Void element Damage to any individual who conducts an offensive action that targets possessor
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
Void Meditant's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor's 'Meditate' actions may not be countered by individuals below Level 60, possessor obtains +6,000 MIN, and possessor obtains +60,000 MP
Void Sanctum Defenses- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that deals 50,000 Flat Void element Damage to all opponents of its creator that are present within the zone possessing it at the start of each round
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Stills All Turmoil- (Passive Ability, Other: Unbound Guru) Possessor may choose to be cured of one minor negative status effect and of (one debuff from a source below Level 40) at the start of each round that possessor is in a Zone of Void
Void-Casting Blows- (Passive Ability, Other: Unbound Guru) If possessor is Void element, up to three times per round, a hit from one of possessor's attacks may remove a buff present on the target of one of possessor's attacks that comes from a source below Level 60 that is not 20 or more Levels greater than possessor
Void-Shielded Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against AGI Damage
Void-Shielded Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against CON Damage
Void-Shielded Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against MIN Damage
Void-Shielded Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against SPI Damage
Void-Shielded Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against STR Damage
Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor obtains +500 MIN while Void element
Wounds to Agility Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of AGI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Constitution Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of CON Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Mind Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of MIN Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Spirit Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of SPI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Strength Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of STR Damage that possessor would otherwise take (with this not counting as Defense) per round

-Veilwalker-
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Hammerspace Access- (Passive Ability, Wanderer) Possessor may carry up to 200 unequipped items into threads
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Ward Crafter-
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Coven-Casting- (Passive Ability, Warlock) Possessor gains +500 MIN and +5,000 MP for each ally who possesses the ability 'Coven Casting', to a max of 200 such allies
Crystallize Spirit- (Technique Ability, Warlock) Possessor may use 'Crystallize Spirit' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action has all SPI Damage it would deal converted into CON Damage, or, if its performer chooses, all CON Damage it would deal converted into SPI Damage instead. Said action applies a non-stacking debuff that reduces its possessor's Defense against Stat Damage by 500.
Curse of Brittleness- (Technique Ability, Warlock) Possessor may use 'Curese of Brittleness' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action applies a non-stacking debuff that reduces its possessor's Defense by 5,000 and its possessor's Resilience by 15%, with said Resilience debuff being increased to a 50% reduction if possessed by an individual of lower Level than said action's performer who is below Level 60.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.

-Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Anti-Arena Speed Boost- (Passive Ability, Warrior) Possessor's turn-order-determining stat sum is increased by 2,500 points for turn-order-determining purposes if any of possessor's opponents are BA Member PCs, This applies also to BA member NPCs in RP threads
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
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Undying Fury Sunderstrike- (Technique Ability, Warrior) Possessor may use 'Undying Fury Sunderstrike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Overdrive' action so long as no other technique is used. Said action gains +500 Melee Attack, gains +500 Magical Attack, breaks non-unique Armors worth under 1,000,000 Gold that are equipped by the target, and applies a non-stacking debuff that provides -500 Defense. If said action's performer is Level 40 or greater and is a Deity or possesses an ally who is a Deity, said action gains +20,000 additional Melee Attack, gains +20,000 additional Magical Attack, breaks non-unique Armors worth under 20,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -20,000 additional Defense. If said action's performer is Level 70 or greater, said action is an 'Overdrive' action, and said action's performer possesses at least 200 dead allies or at least 200 allies who are (Spirits or Undead), said action gains +200,000 additional Magical Attack, breaks non-unique Armors worth under 200,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -100,000 additional Defense.
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.

-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor


-Wind Duke-
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air


-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
♢Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
♢Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack’s element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

-Worldbound God-
Planetary Domain: Civilization- (Passive Ability, Other: Worldbound God) Possessor's Large Structure allies gain (Possessor's Level * 2.5)% Minor Negative Status Effect Resistance, Possessor has RP powers connected to this divine domain
Planetary Domain: Horses- (Passive Ability, Other: Worldbound God) Possessor's actions may gain 15% Inflicts Dominion against Steeds, Possessor's Steed allies and Steed transformations gain +40,000 to all stats as a non-stacking bonus, Possessor has RP powers connected to this divine domain
Planetary Domain: Undeath- (Passive Ability, Other: Worldbound God) Possessor may, up to (Possessor Level/4, rounded up) times per thread, choose at the beginning of a round to resurrect up to 20 Undead allies, Possessor has RP powers connected to this divine domain
Planetary Traits- (Passive Ability, Other: Worldbound God) If possessor is a Planetary, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 2 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 2 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 2 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 2 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 2 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.

-Blessings-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +200 Melee Attack, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 SPI, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos
Holy Strikes-(Ability, Universe Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 2- (Passive Ability, Blessing) +50 STR, +2% Critical, Possessor may choose in RP threads to appear extremely muscular like a bodybuilder
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements


-Other-
Astounding, Shining Rainbow-Hair- (Passive Ability, Diplomat) Possessor gains a 100% chance of inflicting Awestruck, Impaired: Blind, and Charm: Impressed on all opponents at the start of each round, Possessor may choose at the start of any round to gain any combination of (base elements and Light) as elements as a buff until the end of said round, Possessor may choose at the start of any round to create a Zone of any combination of (base elements and Light) that lasts until the end of said round, Possessor may choose to base possessor's per-item Defense capping on possessor's (Spirit *2), Possessor's unmodified stats are increased by 7% as a non-stacking effect
Baker’s Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10

Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Merchant Proficiency- (Passive Ability, Merchant) Character’s half-price sales cap increases by 5,000 Gold.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
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
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Defensive Stance- (Active Ability, Stance) +50 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
Defensive Stance II- (Active Ability, Stance) +200 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Glorious Self I- (Passive Ability, Chronicler of Eternity) Possessor is immune to individuals below Level 10
Hag- (Passive Ability, Warlord) Possessor gains +25,000 HP, +50,000 MP, +2,600 STR, +3,000 MIN, +5,000 SPI, and 15% Darkness Resistance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Passed through the Light of the Elder Guardians- (Passive Ability, Druid) Possessor gains +1,000 SPI and 20% Light Resistance, Possessor may survive on suns as an RP effect
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor’s allies also gain drops from this battle, Possessor may create the item ‘Ominous, Discarded Gallery Invitation’ for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor’s Defense is halved, Possessor’s Resilience drops to 0%, Possessor’s Dodge is halved, Possessor gains +(Possessor’s former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor’s lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor’s former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wielder of Mortiis Finallis- (Passive Ability, Other: Legend) Possessor may equip 'Mortiis Finallis'
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Tasks:
(For additional Of The Tales pulls)
* Obtain the abilities Basic Mace Training, Basic Shield Training, Basic Spirit Magic Attunement, Basic Botanist Knowledge, Basic Clothing Proficiency, Apprentice Sword Training, Apprentice Staff Training, Apprentice Geomancy Attunement, Apprentice Enchantment Attunement, Apprentice Robe Proficiency, Sorceress, Necromancer, Deathless One, General, Wizard


Weapons-
*Aardman’s Custom Gun: ‘Miss Sally Winston’- (Weapon, Gun, Technology & Electrical, 180,000 Gold) +175 Ranged Attack, Wielder’s ranged attacks have a +7% chance of inflicting Stun, +30 CON
*Bob Higgins's Gradmother's Magic Hoe- (Weaponx2, Tool, Magic, 80,000 Gold) +120 Melee Attack, Does double damage to Undead and Shapeshifters, Any farmer using this will have crop yield and quality increased
*Claire Stethenfield’s Police Shotgun- (Weaponx2, Gun, Technology, 80,000 Gold) +83 Ranged Attack, Wielder’s ranged attacks have a +3% chance of inflicting Stun
*Best Toy Elfcanon Of the Year (First Year)- (Weapon, Other: Toy, Earth & Ice, 6,000,000 Gold) +6,000 Ranged Attack, +3,000 AGI, +3,000 MIN, +3,000 SPI, 150% To Hit, Wielder's 'Ranged Attack' and 'Point Blank' actions may use SPI as their Prime Attribute
*Gelbenmarnos, the Wind which Whispers Knowledge- (Weapon, Force, Air & Knowledge & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +50,100,000 Magical Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, Wielder's 'Mental Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder may, at the start of any round or any action, scan the stats of any number of individuals in any number of battlespaces, Wielder's scan attempts cannot fail against entities below Level 99, Wielder may choose to count as having scanned the stats of any individual below Level 99, Wielder is Immune to Illusion from sources below Level 85, 40% Mystery Resistance, Wielder may choose for wielder's allies to be able to choose before any of their actions to obtain a buff that stacks 200 time that makes its possessor count as having scanned the stats of a chosen entity below Level 99 that is below their Level, Wielder counts as possessing 25 additional abilities from each class wielder possesses the classname ability in for non-prerequisite purposes, Wielder gains +250,000 MIN and +500,000,000 MP at the start of each round as a non-stacking buff, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Knowledge Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras'
*Giant Mace from the Demotaur's Lair- (Weaponx2, Mace, Darkness & Physical, 15,000,000 Gold) +35,000 Melee Attack, 60% inflicts Wounded if wielded by a Monster
*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'
*Hatescythe- (Weapon, Scythe, Darkness, 715,000 Gold) +788 Melee Attack, 20% Critical, 120% To Hit, 95% inflicts Pain, Wielder Summons 5 Hatelings from the Enemy List per round, to a max of 200)
*Hazkhaldos: Spezarian Mindgouger of Pain- (Weapon, Tool, Darkness & Light & Magic, 200,000 Gold) +375 Melee Attack, +45 Defense, +50 Defense against Magic, 5% Inflicts Pain, +50 CON, +7% Critical against Light element foes, +2% Critical against Darkness element foes
*Jonathan Aldros's Police Rifle- (Weapon, Gun, Technology, 40,000 Gold) +50 Ranged Attack, Wielder's ranged attacks have a +1% chance of inflicting Stun
*Jonathan Aldros's Nexus PD Grenade Gun- (Weapon, Gun, Technology & Fire, 220,000 Gold) +95 Ranged Attack, 1 hit against 15'
*Lasauno's Greatmace- (Weapon, Mace, Physical & Magic, 10,000,000 Gold) +10,000 Melee Attack, +6,000 STR, +10,000 AGI, +7,000 MIN, 40% inflicts Fatigued: Stun, Wielder may treat this item as a Polearm for purposes of Dragoon abilities if wielder is Level 40 or greater
*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'
*Master Mauslesy's Battlefield-Breaking Cannon- (Weaponx2, Other: Siege Weaponry, Fire & Earth, 2,770,000 Gold) +8,995 Ranged Attack, Wielder deals double damage to Large Strutures as an effect that does not stack with other effects that deal raised percents of damage to Large Structures, Wielder deals double damage to Units as an effect that does not stack with other effects that deal raised percents of damage to Units, Wielder may, when making a Ranged Attack action, either destroy one Zone or Phantom Terrain or remove one effect attached to a Zone of Phantom Terrain, Wielder's per-item caps are doubled for purposes of this item, wielder may deal 3/4 damage to inflict 1 hit against 15
*Mortiis Finallis- (Weapon, Other: Weapon of Legend, Darkness & Magic & Physical, Lv. 79, X Gold) +300,000 Melee Attack, Wielder pierces 300,000 Defense, 156% Critical, +156% Critical, 60% inflicts Instant Death, This item possesses the subtype Scythe, Individuals below Level 84 may not resurrect individuals killed by wielder, Wielder ignores the Instant Death Resistance and Immunity of individuals below Level 80, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x# to bypass Level 80 barrier)
*Rod of the Emperor of the Undead- (Weapon, Mace, Darkness & Physical, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, Necromancy spells cast by wielder cost 40,000 less MP to cast, Necromancy spells cast by wielder that possess a Magical Attack bonus gain +400,000 additional Magical Attack, Wielder's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, 30% Darkness Resistance, 100% inflicts Voidstruck
*Soul of T'kenmaris, Wrath of the Pharoah- Great Demon's Soul- (Bound Weapon, Soul, Darkness & Light & Fire, 65,000,000 Gold) +65,000 Magical Attack, +65,000 STR, +65,000 MIN, +65,000 SPI, 50% may inflict Voidstruck, 50% may inflict Burning, 50% may inflict Awestruck, 50% May Inflict Hexed, 50% May Inflicted Hexed: Ill Fortune, 20% Lowers the stats of target by 10% as a debuff that stacks up to 3 times and does not effect non-willing individuals above level 55 or non-willing unique inviduals above level 40, Wielder must be Level 20 or greater, 1% Inflicts Cursed on Wielder at the beginning of every round if Wielder is under level 55 (Bound to Noix)
*The Sun Spheres of Lantokym Poryon- (Weaponx2, Orb, Light, 200,000,000 Gold) +600,000 Magical Attack, +470,000 SPI, +470,000 MIN, Per-item Magical Attack bonus caps are multiplied by 9 for this item, May inflict Awestruck, May inflict Burning, Wielder's 'Magical Attack' actions may gain 8 additional hits against 8 and deal 1/2 Damage, Wielder must be Level 40 or greater or must possess the ability Adept Sun Duke Knowledge
*Unique Sword That Converts Things To Being A Single Base Element, Produced By The Bascaradine Corporation To Fill A Special Order- (Weapon, Sword, Earth & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 30,000,000 Gold) +30,000 Melee Attack, +30,000 to all stats, Wielder's Melee Attack actions may become solely any one Base Element, 130% To Hit

Air Staff- (Weapon, Staff, Air, 500 Gold) +5 Melee Attack, +10 Magic Attack
3 Arena Member’s Bow- (Weaponx2, Bow, Wielder’s Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder’s Element
3 Arena Member’s Blade- (Weapon, Sword, Wielder’s Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder’s Element
3 Arena Member’s Shield- (Weapon, Shield, Wielder’s Element, 100 Gold) +15 Defense, +10 Damage of Wielder’s Element
3 Arena Member’s Staff- (Weaponx2, Staff, Wielder’s Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder’s Element
4 Axe of Stone Hewing-(Weapon, Axe, Earth, 28,000 Gold) +30 Melee Attack, +50 Melee Attack against Earth element foes
1,281 Baalrath's Flamewhip- (Weapon, Whip, Fire & Darkness, 110,000,000 Gold) +110,000 Melee Attack, 60% inflicts Burning, Pain, Confusion: Fear, Fatigued: Stun, Paralysis, Voidstruck, and Wounded, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's offensive actions gain 2 hits against 1 against opponents below Level 60, Wielder must be Level 40 or greater
9 Bane Knight's Sword- (Weapon, Sword, Darkness & Physical, 8,500,000 Gold) +8,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +7,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
875 Bane Sovereign's Sword- (Weapon, Sword, Darkness & Physical, 12,500,000 Gold) +12,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
Bascaradine Corp. Paintball Gun Model 73- (Weapon, Gun, Water, 1,200 Gold) +7 Ranged Attack, 1% Target suffers -1% Dodge, does not stack
Bascaradine Master Cutter Blade Mark III- (Weapon, Sword, Technology & Physical, 1,000,000 Gold) +1,000 Melee Attack, +10% Critical, +10 to all stats
Bascaradine Katana of Channeling Model 15- (Weapon, Sword, Electrical, 118,000 Gold) +54 Melee Attack, +17 Magical Attack, All psychic spells do 300 extra damage
Blade Ace Sword (Coated in Birdoric Jellyfish Venom)- (Weapon, Sword, Electrical, 250,000 Gold) +140 Melee Attack, +60 Ranged Attack, Does 30 AGI damage on hit
Grants Abilities:
Blade Storm- 750 Damage, Air, 5 Hits against 1, 900 MP
Jellyfish Discharge- 2,000 Damage, may be used once per battle or quest, Electical, 300 MP
Blade of Channeling (Weapon, Sword, Magic, 20,000 Gold) +5 Melee Attack, +16 Magical Attack, +3 Defense
Blade of High Providence- (Weapon, Sword, Light & Glory, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Magical Attack, Wielder pierces 8,000,000 Defense, Wielder, to a max of once per target each round, deals 8,000,000 additional Damage to Demons, Devils, and Daemons, Wielder may choose to cancel the actions of lower-Level entities below Level 85 that involve the casting of Holy Magic, Celestial Magic, or Divine Magic spells, Wielder must be Level 60 or greater
56 Blade of Ruin- (Weapon, Sword, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
Blade of Slashing- (Weapon, Sword, Physical, 20,000 Gold) +47 Melee Attack
Blade of Tripling- (Weapon, Sword, Fire, 150,000 Gold) +3 Melee Attack, +3 to all stats, Criticals do x30 damage instead of x10
with True-Striking- Provides +5% Critical, Affects Weapons, Enchantment
2 Bone Sword- (Weapon, Sword, Darkness, 17,000 Gold) +30 Melee Attack
Book of the Solar Man- (Weapon, Book, Light, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Magical Attack, +6,100 to all stats, 20% Light Resistance, Wielder gains 30% Resilience if wielder is a Solar Being
Burst Grenade Launcher- (Weapon, Gun, Fire, 25,000 Gold) +35 Ranged Attack, +15 Fire Damage, 1 hit against 6
3 Catapult- (Weaponx2, Other: Siege Weaponry, Physical, 75,000 Gold) +300 Ranged Attack, 15% inflicts Stun, deals double damage to Large Structures
Censor of the Breilick Lampkeeper- (Weapon, Mace, Darkness & Light, 217,000 Gold) +180 Melee Attack, +180 Magical Attack, Wielder’s Undead pets and summons have a 5% chance of not dying if killed by individuals under level 25, instead returning to battle in 1-4 turns with no effects on them and no damage accrued, +150 to all stats for wielder if wielder is Undead
Channeling Sword- (Weapon, Sword, Magic, 15,000 Gold) +8 Melee Attack, +8 Magical Attack
Chicken-Killing Knife?- (Weapon, Knife, Destruction & Truth, X Gold) +10 Melee Attack, Wielder may, once per thread, make an attack an automatic hit or critical against a BA Member that is an Aerial or Undead
Chipped Darkblade- (Weapon, Sword, Darknes, 300 Gold) +2 Melee Attack
Circle Man’s Greatsword- (Weaponx2, Sword, Physical, 70,000 Gold) +160 Melee Attack, +20 STR
Claws of the Shadow Lurker- (Weapon, Fist Weapon, Darkness & Physical, 70,000 Gold) +40 Melee Attack, 5% Inflicts Voidstruck on hit
Clockblade- (Weapon, Sword, Time, 2,210,000 Gold) +2,195 Melee Attack, +2,000 STR, +2,000 AGI, +2,100 MIN, 25% Critical, 15% inflicts Impaired: Slow
27 Clockwork Pistol- (Weapon, Gun, Technology, 1,200 Gold) +14 Melee Attack
Contained Thermonuclear Sundroplet- (Weapon, Force, Fire & Light & Atomic, 80,000,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, Wielder must be Level 40 or greater
26 Coral Spear- (Weapon, Spear, Water, 900 Gold) +15 Melee Attack
3 Crowbar of Bashing- (Weapon, Tool, Earth, 24,000 Gold) +26 Melee Attack, +200 Damage against foes with over 350 Defense, -500 Damage against foes with over 180,000 Defense
3 Crusader General’s Shield- (Weapon, Shield, Light & Physical,3,050,000 Gold) +2,700 Melee Attack, +3,000 Defense, +3,000 CON, 30% Resilience, 15% Dodge, 20% Darkness Resistance, 20% Light Resistance, 20% Magic Resistance, 50% Voidstruck Resistance, 20% Burning Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance
4 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
Cube Sword- (Weapon, Sword, Physical, 70,000 Gold) +70 Melee Attack
Cursed Sword- (Weapon, Sword, Darkness, 2,000 Gold) -15 Melee attack, Cannot be unequipped normally
Cutlass of Scorpion Stings- (Weapon, Sword, Fire, 9,000 Gold) +17 Melee Attack, +2% Critical, -200 HP
Dacchenburg Industries Sniper Rifle- (Weaponx2, Gun, Darkness & Air, 50,000 Gold) +1,600 Ranged Attack, 115% To Hit, 15% Critical, +450 AGI, +10% Critical against Humans, +10% Critical for Binding and Rune Magic spells
Darkblade- (Weapon, Sword, Darkness, 5,000 Gold) +16 Melee Attack, +20 Defense against Darkness, +10 Darkness Damage
Darkness Edge- (Weapon, Sword, Darkness, 500 Gold) +5 Melee Attack, +10 Darkness Damage
Deathsalt Stormsling- (Weapon, Other: Sling, Atomic & Destruction & Life, 31,300,000 Gold) +31,300 Ranged Attack, 150% inflicts Poison: Irradiated, 30% Atomic Resistance, Poison: Irradiated Immunity, Wielder's 'Ranged Overdrive' actions may turn a Terrain created by a source below Level 60 into a Radioactive Wasteland or Salt Flats Terrain or may turn a Zone created by a source below Level 60 into solely a Zone of Atomic, 1 hit against 300,000, Whenever wielder kills an opponent with a 'Ranged Attack' or 'Ranged Overdrive' action, wielder may summon 1 Undead below Level 60 from the Enemy List and give it a buff that makes its possessor Atomic & Destruction & Life element in addition to its other elements
15 Demon’s Flaming Sickle- (Weaponx2, Scythe, Fire & Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 20% inflicts Burning, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
5 Doom Juggernaut Spines- (Weaponx2, Deadly Item, Darkness & War & Ice & Physical, 75,000,000 Gold) +150,000 Melee Attack, 300% inflicts Wounded, 150% inflicts Frozen: Frostbite, 160% Critical
700 Doom Reaver's Rifle- (Weapon, Gun, Darkness & Magic, 12,655,000 Gold) +12,670 Ranged Attack, +12,000 AGI, Wielder's Necromancy and Gunslinging spells that provide a Ranged Attack Bonus gain +12,200 additional Ranged Attack, Wielder's Necromancy and Gunslinging spells cost 24,000 less MP to cast
Dragonbreath Wonderball- (Weapon, Stone, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Electrical & Acid & Ice & Energy & Physical & Psychic, 25,000,000 Gold) +25,000 Ranged Attack, 60% inflicts any three moderate negative status effects, Wielder counts as a Dragon while conducting attacks
Dragon-Killer Bow- (Weapon, Bow, Magic, 9,000,000 Gold) +8,555 Ranged Attack, +8,200 to all stats, 100% Critical against Dragons, 5% inflicts Instant Death on Dragons below Level 60 if wielder possesses the ability Dragonslayer
Dragon Pistol- (Weapon, Gun, Fire, 9,000 Gold) +19 Ranged Attack
Dragon Shaped Firework Cannon- (Weapon, Gun, Fire, 30,000 Gold) +24 Ranged Attack, Does 15 Fire damage to up to 16 targets
Dragon Spire Axe- (Weapon, Axe, Physical & Earth, 90,000 Gold) +93 Melee Attack, +12% damage against Humanoids
25 Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
East Wind Bow- (Weaponx2, Bow, Air, 240,000 Gold) +475 Ranged Attack, +9% Critical, +11% to Hit, 5% Dodge, possessor acts as though for possessor Call Unto Air has been cast
2 Echidna Quill- (Weapon, Deadly Item, Life, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, Wielder's summons gain +9,000 to all stats as a bonus that stacks 2 times, Wielder's offensive actions may make targets below Level 80 who are no more than 19 Levels greater than wielder unable to summon and may unsummon all summons of said individuals who are also below Level 80 and no more than 19 Levels greater than wielder (with said effect following to all subsequent summon generations), Wielder must be Level 40 or greater
2 Electric Katana- (Weapon, Sword, Electrical, 500 Gold) +5 Melee Attack, +10 Electrical Damage
Essence of the First Dawn- (Weapon, Force, Light, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Light element, 40% Light Resistance, If an source below Level 60 would deal possessor Light element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Light Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
14 Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
2 Executive Conch Spear- (Weaponx2, Spear, Fire, 80,000 Gold) +98 Physical Attack, +20 to all stats
Flame Drake Spear- (Weaponx2, Spear, Fire, 24,000 Gold) +17 Melee Attack, 200 Fire damage on hit
Flame Sabre- (Weapon, Sword, Fire, 500 Gold) +5 Melee Attack, +10 Fire Damage
Fly Demon Rod- (Weapon, Rod, Acid & Air & Darkness, 1,590,000 Gold) +1,900 Magical Attack, +1,300 SPI, +1,243 AGI, 15% inflicts Poison, 15% inflicts Diseased, 15% inflicts Diseased: Lingering Illness, Wielder's Insect and Demon pets and summons gain +400 to all stats
Force of Noble Global Resistance- (Weapon, Force, Hope & Earth & Chaos, 700,000,000 Gold) +700,000 Melee Attack, +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 to all stats, Wielder and wielder's allies may each, up to once per battle, choose to automatically recover from a negative status effect from a source below Level 80 immediately after it is inflicted as an effect that does not stack across multiple copies of this item, Wielder may not be prevented from performing counters by sources below Level 80, Charm Immunity, 30% Dominion Resistance, Wielder must be Level 60 or greater
Force of Resolve- (Weapon, Force, Light & Darkness, 160,000 Gold) +100 SPI, Wielder’s turn-order-determining stat becomes SPI
5 Force of Thought- (Weapon, Force, Psychic & Technology, 160,000 Gold) +100 MIN, Wielder’s turn-order-determining stat becomes MIN
16 Ghast's Bone Rod- (Weapon, Mace, Darkness, 76,000 Gold) +78 Melee Attack, +190 SPI, 25% Critical with Melee Attack actions and actions involving Necromancy spells
2 Goblin Spear- (Weapon, Spear, Earth, 100 Gold) +5 Melee Attack, +1 AGI
Gold Flamingo Golf Club- (Weapon, Polearm, Wealth & Tacky & Glory, 35,000,000 Gold) +35,000 Melee Attack, Wielder gains +70% To Hit against Wealth-element targets
2 Golem Blade- (Weapon, Sword, Physical, 60,000 Gold) +70 Melee Attack, +2% Critical
Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
2 Greater Battle Axe- (Weapon, Axe, Physical, 122,000 Gold) +125 Melee Attack, ,+125 STR, +125 CON, 15% Critical
Greater Flaming Throwing Stars- (Weapon, Throwing Weapon, Fire, 2,300,000 Gold) +2,100 Ranged Attack, 25% inflicts Burning
8 Greater Magical Paintbrush- (Weapon, Wand, Magic, 329,000 Gold) +365 Magical Attack, +5,000 MP, Wielder’s uses of Magical Pigments in the casting of spells reduce the cost of said spells by 5,000 additional MP, 15% Confusion: Depression Resistance
Greatsword- (Weaponx2, Sword, Earth, 700 Gold) +9 Melee Attack
9 Great Tengu's Fan- (Weapon, Fan, Air, 1,250,000 Gold) +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 AGI, 30% Dodge, If wielder's Melee Attack or Ranged Attack action damages an individual who has less than 20% of its Max HP that is below Level 45 at either the start or end of wielder's attack, then wielder may forcibly shift said individual's row, with said individual only being able to be moved for row-number-ordering purposes if no other individual may be moved to correct any imbalances, Wielder gains +1,000 to all stats if a Mask is equipped
Grim Reaper's Scythe- (Weapon, Scythe, Darkness & Fate, 94,242,564 Gold) +90,564 Melee Attack, +90,000 STR, +90,000 AGI, +90,000 SPI, +45,000 CON, 130% Critical, 30% inflicts Instant Death, Wielder must be Level 40 or greater
28 Guardian of the Dead Sultan’s Chipped Scimitar- (Weapon, Sword, Physical & Fire, 21,000 Gold) +20 Melee Attack, 15% Deals no Damage
Hailankaiser- (Weapon, Sword, Earth & Light, 17,000 Gold) +37 Physical Attack, +15 AGI
Hambelstern Prototype Drone Cannon- (Weapon, Gun, Technology, 6,999,875 Gold) +7,830 Ranged Attack, +6,890 AGI, +6,570 MIN, +5,000 MP, 20% Technology Resistance, 15% Electrical Resistance, pierces 3,550 Defense
Hedge Dominators- (Weapon, Tool, Physical & Metal, 5,665,000 Gold) +5,665 Melee Attack, 80% Critical against Plants, This item's name counts as including 'Scissor'
Holly Blade- (Weapon, Sword, Earth & Hope, 150,000,000 Gold) +150,000 Melee Attack, 300% may inflict Charm or Poison
14 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
23 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
House Hellstrom Captain's Sword- (Weapon, Sword, Fire, 20,000 Gold) +200 Physical Attack, Hellstrom nobility may instant-kill wearer
House Hellstrom Crystal Staff- (Weapon, Staff, Fire, 10,000 Gold) +30 Melee Attack, +60 Magical Attack, Fire Spells do 90 extra Damage, Hellstrom nobility may instant-kill wearer
House Hellstrom Flame Bow- (Weapon, Bow, Fire, 11,000 Gold) +60 Ranged ttack, Hellstrom nobility may instant-kill wearer
House Hellstrom Mace- (Weapon, Mace, Fire, 10,000 Gold) +70 Melee Attack, Hellstrom nobility may instant-kill wearer
2 House Hellstrom Servant Sword- (Weapon, Sword, Fire, 10,000 Gold) +50 Melee Attack, Hellstrom nobility may instant-kill wearer
Huge Ray Gun- (Weapon, Gun, Technology, 40,000 Gold) +55 Ranged Attack
Huge Sword- (Weapon, Sword, Physical, 500 Gold) +5 Melee Attack, +10 Physical Damage
Ice Blade- (Weapon, Sword, Ice, 500 Gold) +5 Melee Attack, +10 Ice Damage
Imaginary Moon-Whistle- (Weapon, Instrument, Magic & Psychic, 60,000,000 Gold) +60,000 Ranged Attack, +60,000 SPI, Attacks involving the attack bonus from this item may not be countered by targets below Level 60, Wielder must be Level 40 or greater
Imperial Blade of Avandos- (Weapon, Sword, Air & Water, 12,000 Gold) +23 Melee Attack
Imperial Bow of Avandos- (Weapon, Bow, Air & Water, 12,000 Gold) +23 Ranged Attack
3 Iron Mace- (Weapon, Mace, Physical, 900 Gold) +5 Melee Attack
3 Iron Shield- (Weapon, Shield, Physical, 500 Gold) +5 Defense
17 Iron Sword- (Weapon, Sword, Physical, 500 Gold) +5 Melee Attack
Juggernaut Force- (Weapon, Force, Physical & Glory & Magic, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80, Wielder must be Level 60 or greater and must possesses the ability 'Adept Force Training', 'Adept Grand Armor Mastery', or 'Unstoppable'
Lance of Pardure- (Weapon, Spear, Light, 270,000 Gold) +190 Melee Attack, Does 500 Light Damage if any foes are Darkness element
Large Pitchfork- (Weapon, Polearm, Physical, 400 Gold) +8 Melee Attack
4 Legendary Hero's Soul- (Weapon, Soul, Light & Glory, 50,000,000 Gold) +50,000 Magical Attack, +50,000 to all stats, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder must be Level 40 or greater
7 Lethal Noose- (Weaponx2, Deadly Item, Darkness, 967,000 Gold) +1,955 Melee Attack, 29% Critical, 15% inflicts Suffocation on hit, +550 CON, +80 Defense, 15% Darkness Resistance
Liar's Knife- (Weapon, Knife, Illusion, 16,500,000 Gold) +15,700 Melee Attack, +10,000 Ranged Attack, +7,500 SPI, +7,300 MIN, +6,900 AGI, +6,100 STR, This item provides +10,000 Magical Attack if wielder's stats have not been scanned
1,055 Lich Lord's Staff- (Weapon, Staff, Darkness & Magic, 12,655,000 Gold) +12,420 Melee Attack, +12,670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 18,000 less MP
Light Blade- (Weapon, Knife, Light, 500 Gold) +5 Melee Attack, +10 Light Damage
Longsword- (Weapon, Sword, Earth, 500 Gold) +6 Melee Attack
Lordly Bone Rod of the Spectral General- (Weapon, Wand, Darkness, 1,450,000 Gold) +700 Melee Attack, +1,900 Magic Attack, +1,450 SPI, +1,199 MIN, +730 CON, +540 STR, +610 AGI, 60% inflicts Hexed on Hit, Necromancy Spells cost 1,100 less MP to cast, Darkness element Magical Attacks heal wielder for 1/15th damage dealt up to a max of 250,000 HP or MP (only healing MP if MP damage was dealt), + 250 to all stats and Defense of all allies, allies’ damage-dealing or healing attacks deal 2,500 more damage or heal for an equal amount more, respectively, 15% Darkness Resistance, +500 to all stats while in a Zone of Darkness, +5% Dodge if wielder is Undead, and +1,800 MP if wielder is Undead, wielder may skip an action to summon a Ghast, Spook, Skeleton, or Mindwight, this item may be used to summon a total of 3 beings at once
26 Lord of the Dead's Greatblade- (Weaponx2, Sword, Darkness, 30,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +30,000 SPI, Wielder gains control of the actions of Undead below Level 60 who are dealt Damage values greater than 0 by wielder's 'Melee Attack' actions
Lucient Pistol- (Weapon, Gun, Magic, 1,700 Gold) +15 Ranged Attack, +4 Magic Attack, +1% Dodge
14 Mage Staff- (Weapon, Staff, Magic, 500 Gold) +3 Attack, +5 Magic Attack
Maracas Designed for Bears- (Weapon, Instrument, Earth & Air, 60,000 Gold) +6 Melee Attack, +6 Magical Attack, This item's Melee Attack and Magical Attack bonuses are each increased by 600 points if wielder's name includes 'Bear' or wielder has any abilities that include 'Bear'
37 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
2 Minotaur's Axe- (Weapon, Axe, Physical, 5,400,000 Gold) +5,645 Melee Attack, +5,000 STR, +5,000 CON
Minotaur Lord's Axe- (Weapon, Axe, Physical, 15,400,000 Gold) +15,645 Melee Attack, +15,000 STR, +15,000 CON, +15,000 MIN
Mother's Love- (Weapon, Force, Fire & Hope, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Ranged Attack, +30,000 Magical Attack, Wielder's summons gain +6,000 to all stats when summoned as a non-stacking buff, Wielder's actions gain 'Heals' when targeting wielder's summons
8 Necrosis Mace of the Meat Baron- (Weapon, Mace, Darkness, 475,000 Gold) +559 Melee Attack, +559 additional Melee Attack if wielder has an open weapon slot, Inflicts drain if used against Humans, Humanoids, Animals, Insects, Aerials, or Aquatics, Heals Undead
2 Nexus PD Assault Rifle- (Weaponx2, Gun, Technology, 61,000 Gold) +65 Ranged Attack
Orb of Night- (Weapon, Orb, Darkness, 30,000 Gold) +40 Magic Attack, +20 MP, Necromancy Spells cost 40 MP less to cast
Orb of Tree's Roots- (Weapon, Orb, Earth, 20,000 Gold) +45 Magic Attack,-15 MP to all Earth element Wizard magic Spells
2 Orcish Great Blade- (Weapon*2, Sword, Physical, 1,900 Gold) +30 Attack
1 Order Ray- (Weapon, Gun, Light, 11,000 Gold) +145 Ranged Attack, only affects Chaos element targets
Ordinator Power Sword Mark II- (Weapon, Sword, Technology & Electrical, 160,000 Gold) +158 Melee Attack, +20 AGI, Wielder may choose to add 400 bonus Electrical damage to any melee attack
44 Orihalcum Greatsword- (Weapon, Sword, Earth, 108,700,000 Gold) +109,500 Melee Attack, +110,300 STR, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, Wielder must be at least Level 40
Orlumais Staff- (Weapon, Staff, Light & Darkness & Magic, 2,117,000 Gold) +40 Magical Attack, +200 MP on odd-numbered rounds, 1% inflicts Confusion
25 Pitchfork- (Weapon, Polearm, Physical, 100 Gold) +3 Melee Attack
Plant Tender's Staff- (Weapon, Staff, Earth & Light, 130,000 Gold) +70 Magical Attack, Allied Plants gain 40 points in all stats, Summoned plants created by wielder's Biomancy spells gain 800 Max HP
80 Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
Rapier of the Elven Lands- (Weapon, Sword, Magic, 560,000 Gold) +510 Melee Attack, +500 AGI, +520 SPI, Wielder's 'Melee Attack' and 'Attack with Finesse' actions use AGI as their Prime Attribute
Raptor Blade- (Weapon, Sword, Magic, 5,000 Gold) +15 Melee Attack, Drains 15 MP per Hit
Revolutionary Sword- (Weapon, Sword, Physical & Technology & Light, 177,000 Gold) +194 Melee Attack, Wielder gains Impaired: Slow immunity
6 Rimedead Battle Standard- (Weapon, Spear, Darkness & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 MIN, Wielder's Ice-element Undead allies gain +15,000 to all stats as a non-stacking effect, 100% inflicts Frozen: Frostbite
4,500,000,000 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite
2,750,000,000 Rimedead Deathbow- (Weaponx2, Bow, Darkness & Ice, 7,500,000 Gold) +15,000 Ranged Attack, +15,000 AGI, +15,000 MIN, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite, 1% inflicts Instant Death
562,499,999 Rimedead Doomlance- (Weapon, Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
5 Rimedead Lord's Blade- (Weapon, Sword, Darkness & Ice, 60,000,000 Gold) +60,000 Melee Attack, +60,000 STR, +60,000 CON, 120% inflicts Frozen, 120% inflicts Voidstruck, 100% inflicts Frozen: Frostbite
Rod of Bone Priests- (Weapon, Wand, Darkness, 250,000 Gold) +300 Magic Attack, Necromancy Spells cost 50 less MP to cast
Rod of the Glimmering Sun- (Weapon, Wand, Light, 45,000,000 Gold) +44,000 Magical Attack, +44,000 MIN, +44,000 SPI, 140% To Hit, Inflicts Impaired: Blind: Constant Glare, 40% inflicts Awestruck, 30% Light Resistance, 20% Fire Resistance, 5% Magic Resistance
Ruin Claw- (Weapon, Fist Weapon, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearerfs per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
Sacrificial Knife- (Weapon, Knife, Darkness, 17,000 Gold) +19 Melee Attack, All summoned Demons have 200 additional HP
Scrubland Squirg's Seer Staff- (Weaponx2, Staff, Earth, 270,000 Gold) +140 Melee Attack, +352 Magical Attack, Magical Attack bonus only applies to Healing spells, +400 SPI
2 Serrated Bone Sword- (Weapon, Sword, Darkness, 27,000 Gold) +47 Melee Attack
2 Shovel of Plant Repositioning- (Weapon, Tool, Earth, 17,500 Gold) +12 Melee Attack, 5% stuns Plants under level 100 at the start of each of the next 3 turns
Sphynx's Soul- (Weapon, Soul, Psychic, 8,100,000 Gold) +8,100 Magical Attack, Wielder's Magical Attack and Overdrive actions use Mind as their Prime Attribute (but not for capping purposes), Wielder's turn-order-determining stat becomes Mind if wielder is Psychic element or has at least 10 Psychic element items equipped, Buffs, debuffs, status effects, and summons with possessor as a source may not be removed or unsummoned by individuals of lower Level than possessor that are below Level 20
Spy Pistol- (Weapon, Gun, Technology, 25,000 Gold) +20 Ranged Attack, +5 AGI when determining who attacks first
Staff of Dark Equations- (Weapon, Staff, Darkness & Psychic, 1,875,000 Gold) +1,915 Magical Attack, +1,850 MIN, Wielder’s spells and abilities cost 2,000 less MP to cast, Wielder counts as 1 Level higher, to a max of Level 60, for purposes of applying and being the source of buffs and debuffs (but cannot bypass immunity to individuals below a certain level through this)
Summoner's Knife- (Weapon, Knife, Magic & Physical, 3,300,000 Gold) +3,300 Melee Attack, +3,300 Magical Attack, +3,300 MIN, +3,300 SPI, Wielder's attacks deal double Damage (to a max of 20,000,000 additional points) to summons below Level 30
4 Sunmetal Buckler- (Weapon, Shield, Light, 14,500,000 Gold) +14,500 Defense, +3,000 Melee Attack, 35% Light Resistance
5 Supreme Steel Sunflower- (Weapon, Deadly Item, Light & Energy, 70,000,000 Gold) +70,000 Ranged Attack, +70,000 Melee Attack, wielder's 'Ranged Attack' actions may gain '3 hits against 5' and deal 1/2 Damage if its caster chooses to destroy a Zone of Light that it created during said action
Sword of Destruction- (Weapon, Sword, Destruction, 4,000,000 Gold) +4,500 Melee Attack, +4,000 STR, +3,500 AGI, Pierces 5,000 Defense, 30% Critical
Sword of Glass and Sand- (Weapon, Sword, Water, 55,000 Gold) +39 Melee Attack, +45 Ranged Attack, Ranged Attacks have a 3% chance of inflicting Bleeding
Sword with Seal-Shaped Socket- (Weapon, Sword, Magic & Physical, 9,000 Gold) +15 Melee Attack, +15 Magical Attack, +5 AGI, SPI, MIN, STR, and CON
Sword of Stab Self- (Weapon, Sword, Air, 4,000 Gold) +35 Melee attack, all of user's melee attacks hit self, Cannot be unequipped normally
Sword of the Mesa- (Weapon, Sword, Physical, 140,000 Gold) +130 Melee Attack, 15% additionally does 1,000 Air damage to any target hit
31 Sword of War- (Weapon, Sword, Darkness & Acid, 700,000,000 Gold) +700,000 Melee Attack, +700,000 STR, +700,000 CON, 180% Critical, 60% inflicts Devastated, 30% Devastation Resistance, Wielder must be Level 60 or greater
Sword of Ytharr'Khran- (Weapon, Sword, Electricity, 6,000 Gold) +14 Melee Attack, +15 Magic Attack, +15 Electricity Damage on hit with Ranged attacks, +5% dodge Electricity element attacks from individuals under level 20
Teapot of Primal Winter- (Weapon, Other: Teapot, Ice, 95,000,000 Gold) +95,000 Magical Attack, +45,000 Melee Attack, +90,000 CON, +90,000 MIN, 150% inflicts Frozen, 100% inflicts Frozen: Cubed, 100% inflicts Frozen: Brittle, Drink consumables used by wielder gain the element Ice
Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance
15 Thief's Knife- (Weapon, Knife, Fire, 500 Gold) +5 Melee Attack
Thunder Wand- (Weapon, Wand, Electrical, 30,000 Gold) +35 Magical Attack
Tormentus Finallis- (Weapon, Polearm, Agony & Darkness & Ice, 300,000,000 Gold) +300,000 Melee Attack, +300,000 STR, +300,000 CON, 300% inflicts Pain, 200% inflicts Voidstruck: Endless Torment, Damage wielder deals may not be healed by individuals below Level 90, Wielder must be Level 60 or greater
10 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
13 Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
33 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
37 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
23 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
5 Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly Awesome Dead Walrus, Sapphire Edition!- (Weapon, Other: Chaos Talon, Water, 40,000,000 Gold) +39,000 Melee Attack, +39,000 Ranged Attack, +39,000 Magical Attack, +39,000 to all stats, 39% Critical, 39% Resilience, 139% To Hit, 39% Dodge, Wielder ignores the Resistances of individuals below Level 20, Wielder must be at least Level 30
Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly, Unstoppably Awesome Dead Walrus, Ruby Edition!- (Weapon, Other: Chaos Talon, Water, 60,000,000 Gold) +59,000 Melee Attack, +59,000 Ranged Attack, +59,000 Magical Attack, +59,000 to all stats, 59% Critical, 59% Resilience, 159% To Hit, 59% Dodge, Wielder ignores the Resistances of individuals below Level 40, Wielder ignores the Defense of individuals below Level 40, Wielder is Immune to individuals below Level 20, Wielder must be at least Level 50
Triangle Man’s Cleaver- (Weaponx2, Sword, Physical, 70,000 Gold) +160 Melee Attack, +20 STR
Trophy Sword- (Weapon, Sword, Earth, 20,000 Gold) +15 Melee Attack, 1% Inflicts Awestruck
Twin Pistols- (Weaponx2, Gun, Technology & Air, 45,000 Gold) +25 Ranged Attack, 1 hit against 2
Twin Rapiers of Graceful Battle- (Weaponx2, Sword, Physical & Air, 550,000 Gold) +1,100 Melee Attack, +1,100 AGI, 140% To Hit, 40% Dodge
35 Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
2 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
Vicious Nail Bat- (Weapon, Mace, Darkness, 1,300 Gold) +15 Melee Attacks, 5% Does 1-8 STR damage
Vital Seeking Rapier of Wounding- (Weapon, Sword, Physical, 70,000 Gold) +65 Melee Attack, +20 AGI, reduces Max HP of those it damages by 10
Water Pistol- (Weapon, Gun, Water, 500 Gold) +1 Ranged Attack
Water Sword- (Weapon, Sword, Water, 500 Gold) +10 Melee Attack
Weather's Arm- (Weapon, Sword, Air & Earth, 40,000 Gold) +42 Melee Attack, +5% Water Resistance
Whip Axe- (Weapon, Axe, Physical, 1,900 Gold) +12 Ranged Attack
Wicker Handbasket of Bombs- (Weapon, Throwing Weapon, Fire & Earth, 60,000 Gold) +60 Ranged Attack, Wielder's Ranged Attack actions gain 1 hit against 5
Wooden Sword- (Weapon, Sword, Earth, 300 Gold) +3 Melee Attack
3 Wraith Lich's Runeblade- (Weapon, Sword, Darkness & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' bonus capping is based on Spirit instead of Strength, Wielder may deal HP Drain if wielder is Undead, Wielder may deal MP Damage to individuals below Level 60

Armor-
*Armor of Hellstrom- (Armor, Heavy Armor, Darkness, 130,000 Gold) +200 Defense, 5% Darkness Resistance
*Bascaritech Power Armor, Year 7381, Model 2- (Armor, Power Armor, Technology, 420,000 Gold) +300 Defense, 5% Technology Resistance, -5% enemy Critical, +2% Dodge
*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'
*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'
*Pete Erickson’s Nexus PD Uniform- (Armor, Light Armor, Light, 25,000 Gold) +30 Defense, +10 to all stats
*Supreme Raiment of the Emperor of the Undead- (Armor, Clothes, Darkness & Air, 450,000,000 Gold) +450,000 Defense, +400,000 MIN, Wearer's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, if possessor possesses the abilities Necromancer and Commander, and if none of wearer's opponents is a Unit, Wearer's Undead pets and summons gain +8,000 to all stats and +80,000 HP, 40% Darkness Resistance, 35% Ice Resistance, 35% Electrical Resistance, 30% Physical Resistance, Poison Immunity, Pain Immunity, Diseased Immunity, Fatigued Immunity



Abyssal Bloodletter's Longcoat- (Armor, Light Armor, Darkness, 1,150,000 Gold) +1,210 Defense, +1,200 Melee Attack, +1,100 additional Melee Attack if a Sword or Knife is equipped, +1,500 AGI, +1,100 STR, +1,100 Melee Attack for Demon Magic and Sword Arts spells, Offensive actions that include Sword Arts spells that deal damage may also deal an additional 200 CON damage on top of either normal or stat damage, 15% inflicts Wounded, Wearer heals 10 CON Damage for every 50,000 points of damage dealt to an opponent below Level 80 with an action that includes a Sword or Knife, 120% To Hit, 25% Critical
7 Apocalyptic Armor of War- (Armor, Grand Armor, War & Destruction & Fate, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Defense, +400,000 STR, +400,000 CON, 180% Resilience, 40% War Resistance, 40% Catastrophe Magic Resistance, Wielder's per-item Melee Attack cap becomes (STR * 2), 20% Devastated Resistance, Wounded Immunity, Wielder must be Level 60 or greater
Arbor Armor- (Armor, Heavy Armor, Earth, 89,000 Gold) +98 Defense, Wearer regenerates 50 HP per round, Wearer regenerates an additional 450 HP per round if wearer is a Plant, +40 to all stats if wearer is a Plant
3 Arena Member’s Armor- (Armor, Light Armor, Wielder’s Element, 100 Gold) +20 Defense, +10 Defense against Wielder’s Element
Armor of High Providence- (Armor, Heavy Armor, Light & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 STR, +800,000 CON, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, 170% Resilience +170% Resilience, 40% Light Resistance, 40% Glory Resistance, 80% Celestial Magic Resistance, 80% Holy Magic Resistance, 30% Demon Resistance, 30% Daemon Resistance, 30% Devil Resistance, Wearer's actions may not be controlled by lower-Level opponents below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater
Astral Lich's Vestments- (Armor, Robe, Darkness & Astral, 75,000,000 Gold) +70,000 Defense, +75,000 Magical Attack, +75,000 SPI, +75,000 MIN, +50,000 uncapped SPI for turn-order-determining purposes while in a Zone of Astral, 30% Darkness Resistance, 30% Astral Resistance, Wearer must be Level 40 or greater
8 Bane Knight's Armor- (Armor, Heavy Armor, Darkness & Physical, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Physical Resistance, +8,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +8,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +800 Defense against CON Damage
125 Bane Sovereign's Armor- (Armor, Heavy Armor, Darkness & Physical, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Physical Resistance, +12,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +1,200 Defense against CON Damage
Battle Plate- (Armor, Heavy Armor, Physical, 500 Gold) +10 Defense, +10 Defense Against Physical
2 Blessed Mail- (Armor, Heavy Armor, Light, 20,000 Gold) +40 Defense, 10% Light Resistance
Boneweave Robes- (Armor, Robes, Darkness, 20,000 Gold) +14 Defense, +35 Magic Attack, Necromancy spells cost 15 MP less to cast
Briar Mail- (Armor, Light Armor, Earth, 65,000 Gold) +40 Defense, Does 500 Earth damage to all those who attack wearer unless wearer chooses not to damage them
Camouflage Armor- (Armor, Light Armor, Earth, 300,000 Gold) +150 Defense, Wearer gains 45% Dodge if wearer's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain that wearer is in
2 Carctori Spine Robe- (Armor, Robe, Earth, 39,000 Gold) +31 Defense, Wielder automatically counterattacks any attacker, doing 300 Physical element damage to said attacker
4 Ceremonial Mail- (Armor, Heavy Armor, Earth, 70,000 Gold) +8 Defense
Cloud of Sparkles- (Armor, Aura, Light, 70,000 Gold) 5% inflicts Charm on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Confusion on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Awestruck on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Impaired: Blind on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Charm: Lovestruck on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Charm: Infatuation on individuals targeting wearer with an offensive action at the end of said action
Coat of Golden Sunsilk- (Armor, Clothes, Light, 35,000,000 Gold) +31,000 Defense, +33,000 AGI, +33,000 MIN, +33,000 SPI, 30% Light Resistance, 40% Awestruck Reistance, Wearer's items may not be stolen by individuals below Level 60
40 Coral Armor (Armor, Heavy Armor, Water, 800 Gold) +6 Defense, +6 Defense Against Water
Crimson Protective Coat- (Armor, Clothing, Fire & Magic, 5,000,000 Gold) +5,000 Defense, +5,000 Defense against Fire, +5,000 Defense against Magic, 30% Fire Resistance, 30% Magic Resistance
3 Crusader General’s Armor- (Amor, Heavy Armor, Light & Physical, 3,200,000 Gold) +3,500 Defense, +2,500 STR, +1,900 AGI, +3,200 CON, +3,100 SPI, 35% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 50% Awestruck Resistance, 20% Voidstruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance
Crusader Paladin’s Armor- (Amor, Heavy Armor, Light & Physical, 1,910,000 Gold) +2,100 Defense, +1,000 STR, +1,100 AGI, +1,700 CON, +1,600 SPI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 40% Awestruck Resistance
4 Damaged Botanica Worker's Suit- (Armor, Clothing, Technology, 5,700 Gold) +4 Defense, Identifies character as a Artillicas Botanica worker
6 Darkstorm Armor- (Armor, Clothing, Electrical, 55,000 Gold) +67 Defense, +20 AGI, +10 Defense Against Electrical, 5% Electricity Resistance
100 Doom Reaver's Longcoat- (Armor, Light Armor, Darkness & Air, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Technology Resistance, +12,730 Ranged Attack, Necromancy spells cast by wearer that possessess a Ranged Attack bonus gain +12,200 additional Ranged Attack, Buffs on wearer from Necromancy spells that boost wearer's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wearer gains +1,200 Defense against AGI Damage
13 Drauger's Armor- (Armor, Heavy Armor, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP, Wielder may choose to count as up to 10 individuals in its row for row-order purposes, 100% Drowning Resistance, 100% Frozen Resistance, 60% Voidstruck Resistance
Dress of the First Fire- (Armor, Clothing, Fire, 80,000,000 Gold) +80,000 Defense, +80,000 Ranged Attack, +80,000 Magical Attack, +80,000 CON, +80,000 MIN, +80,000 SPI, +400,000 HP as a non-stacking bonus, +800,000 MP as a non-stacking bonus, 40% Fire Resistance, 30% Ice Resistance, Wearer's actions may become solely Fire element, Wearer may deal 80,000 Flat Fire element Damage to all opponents at the start of each round, Wearer may deal 800,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, This item possesses the subtype Robe in addition to its other subtypes, If an source below Level 60 would deal wearer Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, 'Overdrive' actions that are solely Fire element cost wearer '5% Max MP' instead of '25% Max MP', Wearer must be Level 40 or greater
Exquisite White Coat- (Armor, Clothes, Light & Air, 6,000,000 Gold) +3,000 Defense, +6,000 to all stats, Leadership spells cost wearer 60,000 less MP to cast, 50% Pain: Discomfort Resistance
Extremely Comfortable Hoodless White Robe- (Armor, Robe, Earth & Light, 60,000 Gold) +60 Defense, Wearer gains Pain: Discomfort Immunity
Flame Garb- (Armor, Clothing, Fire, 500 Gold) +10 Defense, +10 Defense Against Fire
2,000 Frigid Defensive Mage-Pattern- (Weapon, Shield, Ice, 4,600,000 Gold) +4,600 Magical Attack, +4,000 Defense, +4,000 MIN, +4,000 SPI, 30% inflicts Frozen
Gallow Garb- (Armor, Clothing, Darkness, 865,970 Gold) +920 Defense, 15% Darkness Resistance, 12% Resilience, +840 STR, +620 CON, +2% Dodge if wearer is Undead
Gray Suncoat- (Armor, Clothes, Aether & Void, 60,000,000 Gold) +60,000 Defense, +60,000 MIN, +60,000 SPI, 30% Light Resistance, 30% Fire Resistance, Wearer may spend an action to change this item's element to Light
Green Drakescale Armor- (Armor, Light Armor, Earth & Magic & Acid, 2,500,000 Gold) +2,100 Defense, +2,000 AGI, +2,000 CON, 20% Acid Resistance, 20% Earth Resistance
Green Star-Silk Pants- (Armorx.5, Clothes, Light, 35,000,000 Gold) +25,000 Defense, +25,000 AGI, +25,000 SPI, +50,000 MP, 20% Earth Resistance, 25% Light Resistance
3 Grim Reaper's Robe- (Armor, Robe, Darkness & Fate, 94,242,564 Gold) +90,564 Defense, +90,000 CON, +90,000 SPI, +90,000 MIN, +45,000 AGI, 130% Resilience, 30% Darkness Resistance, 30% Fate Resistance, 30% Instant Death Resistance, 50% Life Weakness, Wearer must be Level 40 or greater
3 Guardian of the Dead Sultan’s Ruined Finery- (Armor, Light Armor, Physical & Fire, 22,000 Gold) +25 Defense, 5% Fire Resistance, 10% Provides no Defense bonus per round at the start of every round
15 Hambelstern Prototype Cannon Drone Force Field- (Armor, Aura, Technology, 6,583,995 Gold) +7,433 Defense, +4,000 to all stats, +35,000 HP, 20% Technology Resistance, +2,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, 90% may reflect actions from sources below level 20, 10% may reflect actions from sources below level 30 but above level 19
Inappropriately Sized Dress- (Armorx3, Clothes, Air & Physical, 500 Gold) +5 Defense
Lawyer's Suit that Defies The Devil's Paperwork- (Armor, Clothes, Law, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 SPI, Wearer becomes solely Law element, Litigamancy spells cost 4,000,000 less MP for wearer to cast, Wearer removes abilities and constant effects named 'The Devil's Paperwork' from all opponents below Level 100 that are not 20 or more Levels greater than wearer
Lesser Off-Dun Robes of Phalerin- (Armor, Robe, Earth & Light, 278,000 Gold) +340 Defense, +600 Defense against Magic, +5% Dodge, -2% Enemy Critical, +3% to Hit
Lich-Alchemist's Coat- (Armor, Light Armor, Darkness & Magic, 12,000,000 Gold) +12,000 Defense, +12,000 Defense against Darkness, +12,000 Defense against Acid, 20% Darkness Resistance, 20% Acid Resistance, +12,000 Magical Attack, Wearer's Necromancy and Alchemy spells that provide a Magical Attack Bonus gain +12,000 additional Magical Attack, Wearer's Necromancy and Alchemy summons gain +9,500 to all stats as a non-stacking effect, Necromancy and Alchemy spells cost wearer 12,500 less MP to cast, Wearer's Alchemy summons may gain the subtype Undead
157 Lich Lord's Robe- (Armor, Robe, Darkness & Magic, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Darkness Resistance, +12,730 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,500 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 12,500 less MP
2 Lich Mentalist Elder Mindlord's Robe- (Armor, Robe, Psychic & Darkness, 80,000,000 Gold) +80,000 Defense, +80,000 Magical Attack, +80,000 MIN, +8,000 Defense against MIN Damage, Wearer deals 800,000 additional Psychic element Damage as a non-stacking effect, Wearer deals 8,000 additional MIN Damage as a non-stacking effect
2 Lich Priest's Vestments- (Armor, Robe, Darkness & Lgiht & Magic, 12,000,000 Gold) +12,000 Defense, +12,000 Defense against Darkness, +12,000 Defense against Light, 20% Darkness Resistance, 20% Light Resistance, +12,000 Magical Attack, Wearer's Necromancy and Divine Magic spells that provide a Magical Attack Bonus gain +12,000 additional Magical Attack, Wearer's Necromancy and Divine Magic summons gain +9,500 to all stats as a non-stacking effect, Necromancy and Divine Magic spells cost wearer 12,500 less MP to cast, Wearer's Divine Magic summons may gain the subtype Undead
Light Garb- (Armor, Clothing, Light, 500 Gold) +10 Defense, +10 Defense Against Light
4 Lord of the Dead's Finery- (Armor, Light Armor, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 STR, +300,000 MP as a non-stacking bonus, 20% Darkness Resistance, 5% Undead Resistance
Minor Aura of the Grave - (Armor, Aura, Darkness, 42,000 Gold) +45 Defense, 5% Darkness Resistance, allies of wearer who are Undead have their stat-damage dealing attacks deal 10 more points, all Undead on possessor's side get +200 HP and +60 damage to all attacks, Deals 500 Darkness damage to all non-Undead individuals in battle, allies included, to a max of 10,000 targets on each side, at the beginning of each turn, User may not use Healer Magic
Nexus PD Assault Vest- (Armor, Light Armor, Technology, 40,000 Gold) +40 Defense, +5 AGI
Orc Armor- (Armor, Heavy Armor, Earth, 1,200 Gold) +10 Defense
Ordinator Power Armor Mark II- (Armor, Power Armor, Technology & Air, 80,000 Gold) +79 Defense, +30 CON, +400 Electrical damage can be added to any ranged attack that involves a Gun
11 Orihalcum Plate- (Armor, Heavy Armor, Earth, 108,700,000 Gold) +109,500 Defense, +110,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, Wielder must be at least Level 40
3 Orihalcum Ward-Generating Symbol- (Armor, Ward, Earth, 108,700,000 Gold) +109,500 Defense, +110,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, Wielder must be at least Level 40
Panopticum Plate- (Armor, Heavy Armor, Earth, 94,500,000 Gold) +96,700 Defense, +97,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wearer may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wearer must be at least Level 40
Planetary of Fate's Robe- (Armor, Robe, Fate, 190,000,000 Gold) +190,000 Defense, +1,800,000 MP as a non-stacking bonus, +190,000 SPI, +190,000 Magical Attack, 40% Fate Resistance, 40% Fortune Resistance, Divine Magic, Enchantment, and Ritual Magic spells cost wielder 300,000 less MP to cast, 20% may inflict Instant Death or Cursed, Wearer must be Level 40 or greater
100 Queen of Winter's Dress- (Armor, Clothing, Ice, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 MIN, +30,000 SPI, +150,000 HP, +300,000 MP, 40% Ice Resistance, 100% Energy Weakness
8 Reaper's Robe- (Armor, Robe, Darkness & Fate, 44,242,564 Gold) +40,564 Defense, +40,000 CON, +40,000 SPI, +40,000 MIN, +22,500 AGI, 70% Resilience, 30% Darkness Resistance, 30% Fate Resistance, 5% Instant Death Resistance, 50% Life Weakness, Wearer must be Level 35 or greater
Rimedead Lord's Plate- (Armor, Heavy Armor, Darkness & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Darkness, +60,000 Defense against Ice, Frozen Immunity against sources below Level 90, 75% Voidstruck Resistance
1,187,500,000 Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
Robe of Dancing Undead- (Armor, Robe, Darkness, 503,000 Gold) +510 Defense, +400 SPI, +400 MIN, +200 AGI if wearer has at least 5 Dancer abilities, +114 to all stats of wearer’s Undead pets and summons and to wearer if wearer is Undead, 10% Human Resistance, 10% Spirit Resistance, 10% Darkness Resistance, May only be equipped by Undead or individuals with at least 5 Necromancer abilities
⅋Robe of the Genie Pasha Who Defied the Archipelago League- (Armor, Robe, Earth & Air & Fire & Water & Magic, 200,000,000 Gold) +200,000 Defense, +200,000 MIN, +200,000 SPI, 160% Resilience, Wearer gains 15% Resistance to Humans, Devas, and Undead who are solely base elements, Wearer's actions cannot be countered by sources below Level 60,Wearer is Immune to sources below Level 40, Wielder must be Level 40 or greater and must possess the abilities Conjurer and Wyrdworker, This item may actually be a clever forgery that can only be detected as such by taking it to an appropriate world and divining on it in an RP thread (and, in some cases, may collapse into useless dust upon the discovery of said ruse)
2 Robe of the Presiding Judge- (Armor, Robe, Light & Earth, 2,100,000 Gold) +2,100 Defense, 15% Darkness Resistance, 15% Chaos Resistance, 12% Resilience, +890 CON, +1,420 SPI, +2,500 damage to damage-dealing attacks against Undead, Devas, Abstracts, and Demons, +2,500 to all stats if wearer has the ability 'Lawbringer', Wearer's Lawbringer abilities treat Hammers and the item 'Lethal Noose' as Maces
29 Robe of the Undead- (Armor, Robe, Darkness, 485,000 Gold) +510 Defense, +400 SPI, +400 MIN, 10% Human Resistance, 10% Spirit Resistance, May only be equipped by Undead or individuals with at least 5 Necromancer abilities
Robe With Shadowy Monster-Shaped Designs Covering It- (Armor, Robes, Darkness & Fire, 41,000 Gold) +35 Defense, +65 to all stats of wearer’s pets and summons
Robes of a Priest of Ancient Yazbellan- (Armor, Robe, Darkness, 66,666,666 Gold) +66,666 Defense, +66,666 MIN, +66,666 SPI, +666,666 MP as a non-stacking bonus, Wearer may treat Dark Magic as though it were additionally or solely Demon Magic or Divine Magic, Wearer may treat Demon Magic as though it were additionally or solely Dark Magic or Divine Magic, Wearer may treat Divine Magic as though it were additionally or solely Dark Magic or Demon Magic, 30% Smitten Resistance, This item as an RP effect can sometimes make spawn table results devastatingly worse - particularly when large amounts of ambient mana beyond what local spawns would require are present, Wearer must be Level 20 or greater
Rune Garb- (Armor, Robes, Darkness, 1,000 Gold) +12 Defense, -5 MP cost for Rune Magic Spells
389 Sandstorm Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth
Soldatian Armor- (Armor, Light Armor, Air, 80,000 Gold) +76 Defense, +30 AGI, +10 Diplomacy, +2% Dodge if wielder has at least 5% Dodge and 500 AGI
Sunmetal Plate Armor- (Armor, Heavy Armor, Light, 20,000,000 Gold) +20,000 Defense, +20,000 STR, +20,000 CON, 30% Light Resistance
Sunmetal Scale Armor- (Armor, Light Armor, Light, 20,000,000 Gold) +20,000 Defense, +20,000 AGI, +20,000 CON, 30% Light Resistance
2 Swishy Pants- (Armorx.5, Clothing, Air, 600 Gold) +6 Defense, +2 AGI
2 Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
21 Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater
187 Violet Syndicate Robes- (Armor, Robe, Darkness, 30,000 Gold) +29 Defense, +14 MIN, 2% Darkness Resistance
3 War Demon’s Armor- (Armor, Heavy Armor, War, 4,000,000 Gold) +4,100 Defense, +4,200 CON, 30% Resilience, 15% Physical Resistance, 15% Destruction Resistance, 15% War Resistance, 15% Darkness Resistance
Wraith-Lich's Shroud- (Armor, Robe, Darkness, 20,000,000 Gold) +14,000 Defense, +20,000 Maigcal Attack, +11,000 Melee Attack, +5,000 SPI, Wearer Absorbs Darkness from sources below Level 60, Wearer must be Level 55 or greater

Accessories-
*Ancestral Hiebarric Grandmaster's Hat: High Priest of the Tower of the Dead- (Accessory, Hat, Darkness & Magic, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Defense, +80,000 MIN, +80,000 SPI, +2 Range, +5 Leadership, Necromancy and Divine Magic spells cost wielder 80,000 less MP, 40% Darkness Resistance, 15% Undead Resistance, Wielder controls the actions of lower-Level Undead below Level 60, If an opposing summon dies, wielder may, up to 12 times per round, summon an entity that is on its Hiebarric Summon List that is an Undead that is of equal or lower Level than said opposing summon, Wielder must be Level 40 or greater and must possess the ability 'Hiebarric Summoner'
*Broach of the Sunblooded Count- (Accessory, Broach, Light & Darkness, 226,500,000 Gold) Wielder's Undead pets and summons Absorb Light from sources below Level 60, Wielder, if Undead, absorbs Light from sources 20 or more Levels below wielder, provided said sources are below Level 60
*Celas's Nametag- (Accessory, Trinket, Darkness & Knowledge, 500,000 Gold) Wielder's name counts as including 'Celas'
*Celas' Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 MIN (Bound to Indrasena)
*Door Santa's Business Card- (Accessory, Quest Item, Spatial & Warding, 200,000 Gold) +80 to all stats, May be sacrificed for RP effects or potential effects in a non-RP thread (contact Gad if sacrificed in any thread)
*Eyes of Lord Vermilion- (Accessory, Eyewear, Fire & Magic & Technology, 60,000,000 Gold) +60,000 to all stats, +6,000 to all stats as an uncapped bonus, 30% Fire Resistance, 30% Energy Resistance, 30% Technology Resistance, 30% Magic Resistance
*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'
*Gloves Which Hold the Eternal Debts- (Accessory, Gloves, Wealth & Knowledge & Evil, 6,666,666,666 Gold) +6,666,666 Magical Attack, +6,666,666 Defense, +6,666,666 MIN, +6,666,666 SPI, +66,666,666 MP as a non-stacking bonus, 200% inflicts Charm, 30% inflicts Dominion, Wielder may deal Gold Damage, Wielder may deal HP Drain, Wielder may deal MP Drain, Wielder may spend an action to have a 100% chance of inflicting Dominion on an individual who wielder gave a buff earlier in the thread, Wielder may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Once per thread across all copies of this item across all wielders as an effect that cannot be reset or replicated, activating the Overcrash of an Eidolon does not set wielder's MP to 0, Wielder's actions may not be undone by resetting battle to an earlier point by sources below Level 80, Sources below Level 80 cannot consider wielder to have not acted when wielder has acted unless wielder chooses for them to be able to do so, Wearer must possess the ability 'Master Summoner Magic Attunement', the ability 'Master Merchant Proficiency', the ability 'Master Pactmaker Knowledge', the ability 'Master Evil Synchronization', the ability 'Master Wealth Synchronization', the ability 'Master Knowledge Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater
*Jonathan Aldros's Nexus PD Badge- (Accessory, Broach, Light, 5,000 Gold) +3 to all stats, Possessor may skip a turn to summon a Corrupt Nexus PD Officer, max 15 summoned
*Pete Erickson’s Nexus PD Badge- (Accessory, Broach, Light, 4,000 Gold) +3 to all stats, Possessor may skip a turn to summon a Corrupt Nexus PD Officer, max 15 summoned
*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'
*Sun Robes of Lantokym Poryon- (Accessory, Robes, Light, 60,000,000 Gold) +60,000 Defense, +40,000 Magical Attack, +50,000 MIN, +60,000 SPI, 40% Light Resistance, Wearer is Immune to Light from sources below Level 40
*The Iron Mask of Icelord Khezdor- (Accessory, Mask, Ice, Lv. 59, 104,400,000 Gold) +100,000 Melee Attack, +104,000 Ranged Attack if wielder has a Bow equipped, +104,000 Magical Attack, +104,000 Defense, +100,000 to all stats, +208,000 Defense against Ice, 40% Ice Resistance, 20% Fire Weakness, 118% Critical, 114% Dodge, 218% To Hit, 118% Resilience, Ice element spells wearer casts cost 1,400,000 less MP, wearer regenerates 1,000,000 HP and 1,000,000 MP each time wielder kills a target with an Ice element attack, to a max of 65 times per round, wearer regenerates 1,000,000 HP at the start of every round while in a Zone of Ice, 25% Monster Resistance, 25% Humanoid Resistance, 25% Fae Resistance, 25% Human Resistance, Wearer has a 25% chance of ignoring offensive actions from individuals level 73 or lower, Wearer may choose at the beginning of a thread to make this item’s elements Ice & Darkness, Wearer, if a Fae, may choose to lose any abilities whose name includes 'Iron' or 'Metal', Wearer gains Pain Immunity, Wearer must be Level 40 or greater and must be a Darkness element or Ice-element Fae, Undead, Monster, or Humanoid, Wearer, as an RP effect, loses all Fae-based vulnerabilities to all types of iron
Grants Abilities:
Benediction of the Warlord of Dark Ice- Wearer’s Ice element pets and summons gain +40,000 to all stats, 35% Ice Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 100% Critical, Wearer’s Darkness element pets and summons gain +40,000 to all stats, 35% Darkness Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 2% Critical, This effect does not stack, Item-Based Effect
Ice Shard Rain- 103,000 Damage, 118% inflicts Wounded, 118% inflicts Weaknened, 70% may inflict Voidstruck, 1 hit against 800,000, Ice, 900 MP
Declare Doom- Inflicts Hexed, Hexed: Backlash, and Stat Drain, 15% inflicts Instant Death: Doomed, Darkness, 2,300 MP
Call the Dark Fae of Winter- Caster summons 30 Fae below Level 59 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Call the Hordes of the North- Caster summons 200 Undead, Monsters, or Humanoids below Level 39 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Summon the Dark Arrow- Caster's next 'Ranged Attack' or 'Snipe' action deals triple Damage (to a max of 300,000,000 additional Damage) to Humans, Humanoids, Monsters, and Fae below Level 50, does not stack, Darkness & Air or Darkness & Ice, 200,000 MP
Icy Garden of Departed Spirits- Caster attaches an effect to a Zone of Ice or Darkness that prevents opponents below Level 60 from resurrecting individuals while in said zone or resurrecting individuals who died in said zone, Darkness or Ice, 500,000 MP
XP: 0
XP Needed: 332,800,000 (Standard Multiplier x2, Raised to x40 to bypass Level 60 cap)

*The Polar Star of Ezmarfest- (Accessory, Crystal, Ice & Magic, 7,000,000 Gold) +7,000 Magical Attack, 10% inflicts Frozen, 5% inflicts Favored on wielder at the start of every round, 5% inflicts Invigorated: High Morale on wielder at the start of every round
*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'
*The Smoke Ledger, First of the Six God-Killing Tools- (Accessory, Enchanted Item, Darkness & Air, 5,000,000,000 Gold) If wielder is in a Random Quest, all non-unique entities below Level 100 that are not encounterable from some table in said quest are considered to be not normally fightable for drops on the Enemy List

'Ice Golem' Shoes from the Zaparmos Elite Shoes MegaClassics Line- (Accessory, Shoes, Ice & Physical, 950,000 Gold) +950 Defense, +700 CON, +700 STR, 40% Resilience, 30% Ice Resistance, +1,000 Defense against 'Melee Attack' actions
3 Added Guns- (Accessory, Upgrade, Technology, 25,000 Gold) Wielder’s Vessel, Vehicle, Mech, and War Machine transformations choose to either gain the ability-
Fire Guns!- 500 Damage, the Prime Attribute for this attack is Agility, Technology, 0 MP
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
Air Charm- (Accessory, Amulet, Air, 250 Gold) +15 Damage for all Air Element Attacks
Amazing Glow-Hair Celas Bobblehead- (Accessory, Trinket, Glory & Light, 2,500,000 Gold) Wielder has a 100% chance of inflicting Impaired: Blind and a 50% chance of inflicting Awestruck on up to 30 targets at the start of each round (with the same targets having to be chosen for both infliction instances)
6 Apocalyptic Gauntlets of War- (Accessory, Gauntlets, War & Destruction & Fate, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Defense, +400,000 STR, +400,000 CON, Wielder may equip Weaponx2 items as though they were Weaponx1 items, Wielder's per-item Melee Attack cap becomes (STR * 2), Wielder must be Level 60 or greater
3 Arena Member’s Charm- (Accessory, Amulet, Wielder’s Element, 100 Gold) +15 Damage for all attacks that include Wielder’s Element as one of their element
Arimexium's Crystal Life Recepticle (Created for Undeadfest 10, Designer Lich-Favored Product Contest)- (Accessory, Crystal, Light & Darkness & Magic, 250,000,000 Gold) +100,000 MIN, +100,000 SPI, If possessor is an Undead possesses the ability 'Lich's Phylactery', possessor's 'Lich's Phylactery' ability may, when this item equipped, have the instance of 'Light element' present on in changed to 'Sonic element', may have the phrase 'from an element possesssor is Weak to' removed, and may have the phrase ' Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects' replaced with ' Any individual above Level 78 or greater who would successfully steal an item from possessor may instead choose to nullify this ability's effects'
Aura Stone of Greater Magic- (Accessory, Magic Item, Magic, 30,000,000 Gold) Wielder and wielder's allies gain +300,000 MP
13 Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Band of Greater Power- (Accessory, Wristwear, Energy & Fire & Physical, 20,000,000 Gold) +20,000 STR, +20,000 CON, 40% Critical
854 Bane Knight's Gauntlets- (Accessory, Gauntlets, Darkness & Physical, 8,800,000 Gold) +8,000 STR, +8,000 CON, 30% Darkness Resistance, 15% Physical Resistance, Wielder's Darkness-element, Physical-element, or Agony-element items that provide a Melee Attack bonus provide an additional 700 points
Bascaradine Credit Card Type C: Silver Version- (Accessory, Quest Item, Technology, 50,000 Gold) +1 Defense
2 Basilisk Shoes- (Accessory, Shoes, Magic & Physical, 6,300,000 Gold) +4,300 Defense, +4,100 to all stats, 30% Minor Status Effect Resistance, 1% Petrification Resistance
Black Arrow- (Accessory, Arrow, Darkness, 25,000 Gold) +50 Ranged Attack, +40 Additional Ranged Attack if user is under 10% max HP
Black Tome of Undying Arts- (Accessory, Tome, Darkness, 135,000 Gold) Wielder gains 10 additional Spells slots that may only be used to contain Necromancy spells
6 Blackened Ring of Gluttony- (Accessory, Ring, Darkness, 99,000 Gold) Possessor heals double HP and MP from Food and Drink items, Possessor gains 1.4 times the normal amount of HP or MP from drain attacks, possessor takes 5% of their max SPI in defense-ignoring SPI damage each turn that they have not consumed a Food or Drink consumable within the past 3 turns, SPI damage caused by this ring is immediately healed upon the consumption of a Food or Drink consumable by its wearer, this item does not stack
823 Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Bold Gloves- (Accessory, Gloves, Fire, 200,000 Gold) +200 Melee Attack, +200 STR, +200 SPI, Confusion: Fear Immunity
Bone Arch of the Parading Necromantic Apprentice- (Accessory, Container, Darkness, 155,000 Gold) Summons 1 Zombified Beast of
Burden at the start of each round, Max 5 summoned, This item’s wielder may, at the start of a thread, assign 5 items to this item, with said items being stored in it, and each beast of burden being able to be summoned with up to one of this item’s contained items carried provided that any items remain stored within this item
6 Bone Champion’s Seal- (Accessory, Seal, Light & Darkness, 27,000 Gold) +25 to each stat, +2% to Hit, +2% Critical, +50 Defense against Darkness , +50 Defense against Light , gives an additional +50 to all stats of user's summoned Undead, Undead pets, and user if user is Undead
Boxx Shoes- (Accessory, Shoes, Physical, 80,000 Gold) +80 Defense, +80 STR, +80 AGI, +1 Move (to a max of 9)
Boxx Shoes+- (Accessory, Shoes, Physical, 160,000 Gold) +160 Defense, +160 STR, +160 AGI, +1 Move (to a max of 9)
4 Camnepteron Bangle- (Accessory, Wristwear, Magic, 455,000 Gold) +59 Defense against stat damage, +290 to all stats
Cape of Solar Patterns- (Accessory, Cloak, Light, 55,000,000 Gold) +35,000 Defense, +50,000 to all stats, Wielder has a 30% chance of inflicting Confusion: Hallucinating on each non-Solar-Being opponent at the start of each round
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Cloak of Terrain Blending- (Accessory, Cloak, Earth, 290,000 Gold) Wearer gains 40% Dodge if wearer's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain that wearer is in
Coffin Containing Your Corpse- (Accessory, Container, Darkness & Time, 30,000,000 Gold) Wielder may be affected by effects that would resurrect wielder even if wielder is alive
Command Symbol- (Accessory, Seal, Air & Light, 6,000,000 Gold) +1 Leadership (to a max of 9)
Compass of the Near Stars- (Accessory, Trinket, Astral, 40,000,000 Gold) Wielder gains 180% To Hit if wielder has an Empowered Constellation set
Crusader General’s Helm- (Accessory, Helmet, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, all of wearer’s allies gain 20% Resilience, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Voidstruck Resistance, Bonuses to allies from this item do not stack
Dacchenburg Industries Gloves- (Accessory, Gloves, Darkness & Technology, 50,000 Gold) +400 Defense, +400 to all stats, +350 Magical Attack for Psychic Arts, Technomancy, and Rune Magic spells
32 Dark Power Jewel- (Accessory, Crystal, Magic & Darkness, 9,000,000 Gold) +90,000 MP, +9,000 MIN, +9,000 SPI
649 Deathskull Pin- (Accessory, Trinket, Darkness & War, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 to all stats, 10% War Resistance, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
Demilich Eyes- (Accessory, Eyewear, Darkness & Magic, 150,000,000 Gold) Twice per battle, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
2 Demilich Teeth- (Accessory, Upgrade, Darkness & Magic, 150,000,000 Gold) Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
Desert Strider Shoes- (Accessory, Shoes, Earth & Fire, 270,000 Gold) 15% Fire Resistance, 15% Earth Resistance, +240 AGI, +6% Dodge
5 Doom Juggernaut Frame- (Accessory, Bioaugmentation, Darkness & War & Ice & Physical, 75,000,000 Gold) +75,000 Defense, +750,000 HP as a non-stacking bonus, +75,000 STR, +75,000 CON, Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, with all hits that could not target wielder vanishing instead of failing to be redirected, 130% Resilience, Wielder must be Level 40 or greater
Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
2 Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
2 Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
2 Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
2 Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
5 Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
2 Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Dwarven Gauntlets of the Birdoric Jellyfish- (Accessory, Gauntlets, Earth, 31,000 Gold) +40 Defense, +20 Melee Attack, User may, if desired, do 15 AGI damage on hit
4 Echidna Mask- (Accessory, Mask, Life, 85,000,000 Gold) +40,000 Defense, +80,000 CON, +80,000 SPI, Wearer's summons gain +4,500 to all stats as a non-stacking bonus, Wearer's summons may not be unsummoned by individuals below Level 80, Wearer must be Level 40 or greater
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
7 Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
Everdark Shades- (Accessory, Eyewear, Darkness, 1,200,000 Gold) +1,100 Defense, +1,100 Defense against Light, +400 Ranged Attack, +120 Melee Attack, 30% Light Resistance, Wielder may choose to not be inside Zones of Light created by sources below Level 20, Wielder may, if above Level 19, choose to not be inside Zones of Light created by sources below Level 40, 15% Impaired: Blind Resistance
Explosive Phone- (Accessory, Trinket, Technology & Energy & Fire, 600,000 Gold) Wielder's allies gain +600 to all stats as a non-stacking bonus, If wielder is killed, wielder may, to a max of once per battle, deal 6,000 Flat Technology & Energy & Fire element Damage to up to 5 targets
6 Fighter’s Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
Fire Charm- (Accessory, Amulet, Fire, 250 Gold) +15 Damage for all Fire Element Attacks
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
First Endurance Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, Wielder must be Level 12 or higher
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ghostly Abbot’s Tall Hat- (Accessory, Hat, Light & Air, 168,000 Gold) +150 Magical Attack, Wielder may have any damage-dealing Magical Attack inflict Healing on Undead or Spirits with no other effects, bonuses, or penalties attached to it, +140 additional Magical Attack for Necromancy and Divine Magic spells, Divine Magic spells cost wearer 180 less MP to cast, Wearer regenerates 1,200 HP and 50 MP per round if Undead
7 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
Glacial Bullets- (Accessory, Ammo, Ice, 120,000 Gold) +90 Ranged Attack, Ranged attacks have a 5% chance of inflicting Frozen, User must have a Gun equipped to receive this item’s benefits
6 Glorious Skeleton Knight Champion’s Seal- (Accessory, Seal, Light & Darkness, 98,000 Gold) +75 to each stat, +90 Defense, 10% to Hit, 10% Critical, +130 Defense against Darkness , +130 Defense against Light , gives an additional +150 to all stats of user's summoned Undead, Undead pets, and user if user is Undead
Gloves of Rock Cloud Control- (Accessory, Gloves, Earth, 60 Gold) +5 CON, Grants the Ability-
Rock Cloud- 15% Inflicts Blindness, 7% Does 90 Earth element damage, 5 MP
Glyph of Elantris- (Accessory, Glyph, Light, 70,000 Gold) +20 to all stats
13 Great Tengu Mask- (Accessory, Mask, Air & Magic, 1,230,000 Gold) +1,240 Defense, +1,230 AGI, +1,230 SPI, 20% Air Resistance, 20% Darkness Resistance, 20% Magic Resistance, 20% Physical Resistance, Wearer may choose at the beginning of a thread to change its subtype to Spirit
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
Hat of the Messenger of Dreams, Death, and Fate- (Accessory, Hat, Dream & Fate, 200,000,000 Gold) +200,000 Defense, +100,000 to all stats, 90% Resilience, 30% Darkness Resistnace, 30% Light Resistance, 30% Fate Resistance, 25% Instant Death Resistance, 5% inflicts Instant Death, Wearer may spend an action to enter another battle in the same thread so long as no individual in said battle who is Level 90 or greater objects, Wearer must be Level 40 or greater
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/
Splendidly Woven- Possessor gains '100% inflicts Charm: Impressed', +5,000 Defense, +5,000 to all stats, Smithing Technique
w/
Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
Hat of the Shifty Grifter- (Accessory, Hat, Illusion & Air & Darkness, 5,400,000 Gold) Whenever wearer would deal Gold Damage, wearer deals an additional 3,500 points, to a max of 200 instances of adding said extra damage per round
Healing Medallion- (Accessory, Amulet, Light, 12,000 Gold) Heals 60 of wielder's HP per turn
Heaven-Holding Crown- (Accessory, Crown, Light & Spatial, 800,000,000 Gold) +800,000 to all stats, +8,000,000 MP as a non-stacking bonus, Entities below Level 95 may not prevent wearer or wearer's allies from being resurrected, with this effect still applying while wearer is dead and applying across battlespaces, At the start of battle, wearer creates a battlespace that contains a Zone of Light and that has Celestial City as its Terrain, Wearer must be Level 60 or greater
Highly Fancy Shoes of Danger Detection- (Accessory, Shoes, Magic & Psychic, 755,000 Gold) +800 Defense, Counters from sources below Level 40 have a 5% chance of failing when targeting wielder
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
2 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
Interdimensional Merchant Company's Seal- (Accessory, Seal, Commerce & Spatial, 80,000,000 Gold) +80,000 to all stats, +800,000 Defense against Gold Damage, Whenever an individual below Level 80 would deal Gold Damage to wielder as part of an action, to a max of once per round (and to a max of once per thread for non-opposing individuals) wielder has a 50% non-stacking chance of canceling said action and being able to acquire a Temporary version of any item in the Shop that is in stock that is worth under 80,000,000 Gold, Wielder must be Level 40 or greater
Lesser Ioun Gem of Air- (Accessory, Ioun Stone, Air, 50,000 Gold) 5% Air Resistance
Lesser Ioun Stone of Wisdom- (Accessory, Ioun Stone, Magic, 50,000 Gold) +60 MIN
Lesser Rune of Command- (Accessory, Rune, Darkness, 70,000 Gold) All pets and summons that are not Light element gain +40 to all stats
1,000 Lich's Tome- (Accessory, Tome, Darkness & Magic, 8,800,000 Gold) +8,000 MIN, +8,000 SPI, 30% Darkness Resistance, 15% Magic Resistance, +80,000 MP that may only be used for Necromancy spells, Wielder may equip 10 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped
Light Charm- (Accessory, Amulet, Light, 250 Gold) +15 Damage for all Light Element Attacks
26 Lord of the Dead's Crown- (Accessory, Crown, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Undead, Wearer controls the actions of Undead below Level 40, Wearer must be Level 20 or greater
26 Lord of the Dead's Fur Cloak- (Accessory, Cloak, Darkness & Earth, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Defense, +30,000 STR, +30,000 CON, +30,000 MIN, 20% Ice Resistance, 20% Electrical Resistance
23 Mad Speed Shoes- (Accessory, Shoes, Air & Technology, 5,000,000 Gold) +5,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes, does not stack
Mage's Monocle- (Accessory, Eyewear, Magic, 120,000 Gold) +70 MIN, +40 SPI, Wielder may cast a spell for 50 less MP for each 5 temporary CON damage wielder takes, Wielder may choose 2 spells possessed by allies to be able to cast
2 Mail Boots- (Accessory, Boots, Earth, 600 Gold) +2 Defense
Map to Sources of Necrotic Power- (Accessory, Magic Item, Darkness, 60,000 Gold) +2,000 MP, +50 SPI, 114% to hit against Undead, Wielder regenerates 40 MP per turn for the first 5 turns of any battle that includes Undead, While on random quests, this item has a 15% chance each room of adding 1-5 encounterable undead from the area being explored that possess no drops of any kind
Maze's Heart- (Accessory, Magic Item, Earth & Psychic, 7,000,000 Gold) +7,444 MIN, Wielder is immune to effects of Zones, Terrains, and Phantom Terrains that come from sources below Level 40
Medallion of Burning Peaks- (Accessory, Amulet, Fire & Magic, 50,000 Gold) 10% Fire resistance, +25 Attack, +5 Magic Attack, +5% Berzerk resistance
Medallion of Success- (Accessory, Broach, Magic & Physical, 175,000 Gold) +150 to all stats, this item ignores stat capping, stacks 200 times, this item cannot be effected by enhancements, and it's stats cannot be altered by other items of abilities by allied sources
2 Minor Ring of War- (Accessory, Ring, Earth & Fire, 10,000 Gold) +10 Melee Attack
11 Miraculous Speedometer- (Accessory, Upgrade, Air & Technology, 15,000,000 Gold) Wielder may choose at the start of each round for any stat to be its turn-order-determining stat
Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack Power
7 Nobility Prism- (Accessory, Crystal, Magic, 4,000 Gold) +3 Ranged Attack,. +5 Magic Attack, +100 Gold after battle
Orb Tome- (Accessory, Book, Magic, 90,000 Gold) All Wizard Magic spells with Orb in their names cost 70 less MP and do 700 extra damage
Ordinator Power Converter- (Accessory, Gadget, Technology, 14,000 Gold) All bonus damage granted by Ordinator Power Armor to ranged attacks by Guns is instead applied to melee attacks involving Swords, Staves, or Maces
Pain Lens- (Accessory, Magic Item, Magic, 260,000 Gold) Wielder's Magical Attack actions have a 30% chance of inflicting Pain, Wielder's Cast a Spell actions have an optional 30% chance of inflicting Pain
Pale Mask Which Bleeds- (Accessory, Mask, Mystery & Blood & Spatial, 60,000,000 Gold) Up to once per round, when Damage would be dealt to wearer, it is instead dealt to a different Identity of wearer of wearer's choice
5 Pharoah's Headdress- (Accessory, Crown, Light & Earth, 7,100,000 Gold) +7,300 Defense, +7,100 CON, +7,100 SPI, +7,200 Magical Attack, 15% Light Resistance, 30% Entombed Resistance
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Planetary Fate-Weaver's Loom- (Accessory, Magic Item, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder may, once per round across all copies of this item, if wielder is Level 40 or greater and possesses the ability 'Manipulate Destiny' and the ability 'Adept Fate Synchronization', pay 10,000 XP, 2,000,000 Gold, and 100,000 MP to replicate the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, with summons created through said effect being unable to summon and said effect being delayed for 5 to 24 rounds (chosen by wielder at the time of the effect's generation)
5 Prism of Exquisite Suffering- (Accessory, Crystal, Agony, 60,000,000 Gold) Wielder counts as having inflicted Pain on 60 additional individuals
15 Psychopomp's Hat- (Accessory, Hat, Darkness & Fate, 51,000,000 Gold) +50,000 Defense, +50,000 CON, +50,000 SPI, +50,000 MIN, 90% Resilience, 30% Darkness Resistance, 30% Light Resistance, 30% Fate Resistance, 25% Instant Death Resistance, Wearer must be Level 40 or greater
2 Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Reaper's Hourglass- (Accessory, Trinket, Darkness & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Darkness Resistance, 30% Time Resistance, 30% Fate Resistnace, 30% inflicts Instant Death, Wielder must be Level 40 or greater
68 Reaver's Gloves- (Accessory, Gloves, Darkness & Air, 8,800,000 Gold) +8,000 AGI, 151% To Hit, 30% Darkness Resistance, 15% Air Resistance, Wearer's Darkness-element, Physical-element, or Agony-element items that provide a Ranged Attack bonus provide an additional 700 points
2 Rune of Khandos- (Accessory, Rune, Darkness, 1,500 Gold) +5 to all stats
Salamander Amulet- (Accessory, Amulet, Fire, 320,000 Gold) +600 Defense against Fire, +300 CON, 25% Fire Resistance
Scribe’s Restorative Wrist-Straps- (Accessory, Wristwear, Physical & Fire, 145,000 Gold) +143 Magical Attack, +100 MIN, Wearer regenerates 50 MP per turn, 90% Fatigue Resistance, 90% cures Fatigue at the start of each round, Pain: Discomfort Immunity
Scribing-Lectern of the Unbound Death-Warlocks- (Accessory, Magic Item, Knowledge & Darkness & Spatial, 275,000,000 Gold) +275,000 MIN, +2,750,000 MP as a non-stacking bonus, Whenever wielder resurrects an Undead ally, up to a max of 5 times per round, wielder may deal 2,750,000 Flat Knowledge & Darkness element Damage to one target, Wielder may treat Necromancy spells as Dark Magic spells and may treat Dark Magic spells as Necromancy spells, Wielder gains 140% Dodge if wielder possesses at least one Undead ally of Level 60 or greater who does not have any item with the same name as this item equipped, Wielder must be Level 40 or greater and must possess two of the abilities 'Adept Dark Magic Attunement', 'Adept Necromancy Attunement', and 'Reality Arranger'
Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
Skeletal Malefictum- (Accessory, Relic, Darkness, 200,000 Gold) Necromancy Spells cost 500 less MP to cast
12 Smiling Masquerade Mask- (Accessory, Mask, Physical & Psychic, 8,000 Gold) +5 Defense, +10 MIN, Wearer may ignore the negative status effect Confusion (but not its sub-status effects) provided that said effect came from a lower level source
Solar Sabatons- (Accessory, Boots, Light, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +25,000 Defense against Fire as a Conditionally Effective bonus, +25,000 Defense against Light as a Conditionally Effective bonus, 25% Light Resistance, 25% Fire Resistance
1 Spellcaster’s Ring- (Accessory, Ring, Magic, 47,000 Gold) +50 SPI, +50 MIN, +5,000 MP
Spooky Trunk Full of Skeletons- (Accessory, Container, Darkness, 16,500,000 Gold) Wielder may spend an action to set the trunk's status to 'open' if it is not 'open'; each round, at the start of the round, if the trunk's status is set to 'open', even if its wielder is dead or the trunk is unequipped, wielder summons 20 Undead below Level 40 from the Enemy List whose name includes 'Skeleton', 'Skeletal', or 'Bone'; any individual in the same battlespace the trunk was opened in may spend an action to set the trunk's status to 'closed', max 200 summoned
952 Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
9 Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
Sunmetal Helm- (Accessory, Helm, Light, 15,000,000 Gold) +14,500 Defense, 35% Resilience, 30% Light Resistance
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater
7 Symbol of Ytharr'Khran- (Accessory, Seal, Magic & Electricity, 700 Gold) +10 MP, +2% Electricity Resist
Synthetic Bullets- (Accessory, Ammo, Technology, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Technology damage, User must have a Gun equipped to receive this item’s benefits
Tengu's Magic Bullets- (Accessory, Ammo, Magic & Technology, 6,000,000 Gold) +6,000 Ranged Attack, 150% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60, Wielder must have a Gun equipped for this item to take effect
11 Terror Womb- (Accessory, Bioaugmentation, Darkness & Life, 15,000,000 Gold) Wielder may summon one Horror from the Enemy List that is below Level 60 and is normally fightable for drops at the start of each round, Summoned summoned through this item may not summon, Max 3 summoned
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Thunderbird-Feather Cloak- (Accessory, Cloak, Electrical, 26,000,000 Gold) +25,000 Defense, +20,000 Magical Attack, +25,000 AGI, +25,000 SPI, +25,000 Defense against Electrical, 30% Electrical Resistance, 30% inflicts Electrocuted, May only be worn by individuals of Level 20 and greater
Torment Lord's Cloak- (Accessory, Cloak, Agony & Darkness & Air & Ice, 300,000,000 Gold) +300,000 Defense, +3,000,000 HP as a non-stacking bonus, +3,000,000 MP as a non-stacking bonus, 30% Hope Resistance, 30% Agony Resistance, Pain Immunity, Wielder must be Level 60 or greater
Totally, Absolutely Awesome Walrusfest Doublehat- (Accessoryx2, Hat, Water & Chaos, 350,000 Gold) +1,800 Defense, +2,800 to all stats, 30% Chaos Resistance, There is a 30% that possessor is considered immune to Minor Status Effects for each instance of infliction of such an effect on wielder, Wielder's per-item stat caps are doubled for purposes of this item
2 Totally Awesome Walrusfest Hat- (Accessory, Hat, Water & Chaos, 350,000 Gold) +350 Defense, +350 to all stats, 15% Chaos Resistance, 15% immunity to Minor Status Effects
2 Totally, Absolutely, Completely Awesome Walrusfest Triplehat- (Accessoryx3, Hat, Water & Chaos, 700,000 Gold) +2,100 Defense, +5,600 to all stats, 30% Chaos Resistance, There is a 30% that possessor is considered immune to Minor Status Effects for each instance of infliction of such an effect on wielder, Wielder's per-item stat caps are doubled for purposes of this item
Totally, Absolutely, Completely, Superbly Awesome Walrusfest Quadruplehat- (Accessoryx4, Hat, Water & Chaos, 4,500,000 Gold) +4,800 Defense, +4,800 to all stats, 40% Chaos Resistance, There is an 80% that possessor is considered immune to Minor Status Effects for each instance of infliction of such an effect on wielder, Wielder's per-item stat caps are quadrupled for purposes of this item
Triple-Fancy Party Hat!- (Accessory, Hat, Magic, 33,333 Gold) +33 to all stats, 33% Confusion Resistance, +333 to all stats if wearer has a Defense value that is entirely composed of threes
27 Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
9 Vampire Count's Cloak- (Accessory, Cloak, Darkness, 8,400,000 Gold) +8,500 to all stats, Wearer's damaging actions inflict HP Drain, 45% Darkness Resistance, 40% Minor Status Effect Resistance, 30% Light Weakness
70 Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
Viewtacular Beam-Screen- (Accessory, Gadget, Energy, 7,000,000 Gold) 'Lethal Item' and 'Summoning Stone' consumables used by wielder that deal Damage whose name includes 'Firework', 'Laser', 'Blast', or 'Danmaku' gain a chance of criticalling as though they were attacks and gain a 50% chance of inflicting Charm: Impressed
2 Werebear Talisman- (Accessory, Amulet, Magic & Earth, 5,000,000 Gold) +5,000 Defense, +5% Resilience, +5,000 SPI, 30% Magic Resistance
2 White Carioptic Figurine of Isgozir: Camel- (Accessory, Magic Item, Earth & Light, 260,000 Gold) +320 SPI
3 Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Wing-Lens Pocket Watch of Graceful Dancing- (Accessory, Trinket, Time & Air, 1,210,000 Gold) +1,550 AGI, 5% provides wielder with an extra action this round if none of wielder's opponents are above Level 59, 30% Dodge, Wielder's Dance spells cost 500 less MP, Buffs with wielder's Dance spells as a source provide an additional +50 to stats they increase as an effect that does not stack more than 200 times on one target across different sources of increase, Wielder may spend 5 consecutive actions to gain 15% Air Resistance as a buff that lasts 30 rounds, Wielder gains 50% Suffocation Resistance while in a Zone of Time
2 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
Womb of the Stillborn- (Accessory, Bioaugmentation, Darkness, 15,000,000 Gold) Wielder may summon one Undead from the Enemy List that is below Level 60 and is normally fightable for drops at the start of each round, Summoned summoned through this item may not summon, Max 3 summoned



Consumables-

6 6-Pack of Evil Beer- (Consumable, Drink, Darkness & Magic & Fire & Water & Earth & Physical, 6 Charges, 666,666 Gold) Heals 66,666 HP and MP, +66 to any six chosen stats, 66% inflicts Poison: Drunk, stacks 6 times
Abyssal Netherworld’s Soul-Flavored Ghost Sundae, Extravagant Version- (Consumable, Potion, Darkness, 4 Charges, 432,000 Gold) Heals 8,000 HP and 31,000 MP, +500 MP, +380 HP, +240 to all stats, +100 Melee Attack, +100 Magical Attack, Gives target 7% Dodge, 7% Resilience, 7% Dodge, 107% To Hit, 15% Vessel Resistance, 10% Darkness Resistance, 5% Water Resistance, and 5% Ice Resistance. Undead, Spirits, and Darkness element individuals are healed and buffed for double the normal amount by the preceding heals and buffs present on this item, stacks 3 times, lasts 140,000 rounds, May sometimes redirect the soul of a deceased individual to a different afterlife upon consumption in RP threads
Bag of Smiling White-Chocolate Skulls- (Consumable, Food, Light & Darkness & Earth, 30 Charges, 6,000 Gold) Target is dealt 60 Flat Earth & Light & Darkness element HP Healing if target is not an Undead, Target is dealt 600 Flat Earth & Light & Darkness element HP Healing if target is an Undead
5 Black Potion- (Consumable, Potion, Darkness, 1 Charge, 4,000 Gold) For the next round, Darkness attacks doing under 400,000 damage heal this item's user for 10% of their damage
5 Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
3 Blue Syrup- (Consumable, Food, Water, 1 Charge, 4,000 Gold) Melee Attacks do 70 added damage, +15 MIN
Bottle of Solar Fire- (Consumable, Lethal Item, Light & Fire, 1 Charge, 60,000,000 Gold) Deals 2,000,000 Light & Fire element damage to every individual in battle
Boxed Rice- (Consumable, Food, Physical, 4 Charges, 290 Gold) Heals 40 HP
Bug-B-Gone Spray- (Consumable, Potion, Air, 1 charge, 7,000 Gold) 40% inflicts Fear on target Insect, 83% repels all Killer Bees in any one Artillicas Botanica encounter (no XP or Gold is given for bees thusly repelled)
5 Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
Crimson Flarestone- (Consumable, Deadly Item, Fire, Unlimited Charges, 70,000 Gold) Does 300 Fire damage to target
5 Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated
10 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 Darkspawn Tendril- (Consumable, Dark Matter, Electricity, 700 Gold) 15 Electricity Damage, 1 hit against 17
Depressing Paperwork- (Consumable, Lethal Item, Darkness & Psychic, 1 Charge, 4,000 Gold) 20% inflicts Depression
Doc James's Painkiller Pills- (Consumable, Medicine, Light, 1 Charge Remaining, 50 Gold) +200 HP
Doc James's Burn Ointment- (Consumable, Medicine, Light, 1 Charge Remaining, 100 Gold) +50 HP, 1% Cures Burning
Doc James's Rosewood Antidote- (Consumable, Medicine, Light, 1 Charge Remaining, 100 Gold) +70 HP, 50% Cures Poison
Doc James's Honey Candies- (Consumable, Food, Light, 1 Charge Remaining, 50 Gold) +80 HP, 1% Cures Silence
Doc James's Curative Potion- (Consumable, Medicine, Light, 2 Charges Remaining, 300 Gold) +200 HP, 5% Cures Poison
Dragon's Head Summoning Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 30,000,000 Gold) User summons 1 Firework Dragon from the Enemy List and may deal 300,000 Flat Energy & Color & Glory element Damage to up to 200 targets, Max 10 summoned
Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
Fine Aiquanthan Liquor- (Consumable, Drink, Water & Earth, 3 Charges, 756,000 Gold) +400 to all stats as a buff that stacks 3 times, 60% inflicts Poison: Drunk
200 Frustratingly Basic Ice Cream- (Consumable, Food, Ice & Basic, 1 Charge, 100 Gold) Deals 10 Flat Ice & Basic element HP Healing or 1 Flat Ice & Basic MIN Damage
2 Gold-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 4,000,000 Gold) All enemies drop treasure and double normal Gold (to a max of 10,000,000,000 additional Gold) and XP (to a max of 1,000,000 additional XP) this fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied
Green Jell Potion- (Consumable, Potion, Acid, 800 Gold) Does 8 CON damage to drinker, Heals 120 HP
10 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
7 Hanged Man’s Rum- (Consumable, Drink, Darkness, 2 Charges, 75,000 Gold) +800 HP, +150 MP, -50 CON, Heals 6,000 HP, Heals 2,000 MP, 25% Cures Poison, 50% Inflicts Poison: Drunk
6 Hex Figurine- (Consumable, Rod, Darkness, 1 Charge, 5,000 Gold) 15% Inflicts Hexed
Holy Festival Cake- (Consumable, Universe, 1 Charge, 20,000 Gold) +2,000 HP, +2,000 MP, +20 to each stat
6 Ice Prism- (Consumable, Jewel, Ice, 1 charge, 24,000 Gold) Does 4,900 Ice damage to 5 targets
Improved Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 6,000,000 Gold) User may deal 60,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 10 rounds that deals 60,000 Flat Energy element Damage to its possessor at the start of each round
Large Case of Still-Beating Hearts- (Consumable, Food, Darkness & Blood, 30 Charges, 600,000 Gold) Target is dealt 6,000 FlatDarkness element HP Healing if target is an Undead, Demon, or Horror
5 Loaded Die of Fortune- (Consumable, Enchanted Item, Magic, 1 Charge, 110,000 Gold) User’s next attack is a critical if that there was at least a 1% chance of being one anyway
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
3 Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
3 Mana Potion- (Consumable, Potion, Magic, 1 Charge, 500 Gold) +50 MP
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
4 Mega Restorative- (Consumable, Potion, Magic, 1 Charge, 500,000 Gold) Heals 50,000 HP and 50,000 MP
2 Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 40,000 Gold) All enemies drop treasure and gold this fight, this effect applies to all of user’s allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects
Miracle Carp- (Consumable, Food, Water, 1 Charge Remaining, 17,000 Gold) +3,000 MP
Mustard- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 MIN
Old Dwarven Treasures- (Consumable, Antiquity, Earth, 930 Gold)
2 Old Dwarven Wine- (Consumable, Drink, Earth, 3,000 Gold) +50 HP, +20 CON, -5 SPI, -10 MIN, 20% Inflicts Drunkenness on user
1 Old Vat of Ointment- (Consumable, Medicine, Light & Earth & Water, 7 charges, 400 Gold) +20 HP, +5 MP
5 Order Bomb- (Consumable, Deadly Item, Light, 10,000 Gold) Does 7,000 Damage to all Chaos element foes
Pack of Cigarettes- (Consumable, Lethal Item, Fire, 10 Charges, 500 Gold) +5% to Hit, 15% cures Confusion, 5% inflicts Poison, 5% inflicts Discomfort, lasts 5 rounds, does not stack
19 Pack of Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 500 Gold) +5% to Hit, 15% cures Confusion, 5% inflicts Poison, 5% inflicts Discomfort, lasts 5 rounds, does not stack
*Pete Erickson’s Magic Bacon- (Consumable, Food, Fire, Unlimited Charges, 60,000 Gold) +7,000 HP, can be used once per Quest or Battle
2 Platinum-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 40,000,000 Gold) All enemies drop treasure and double normal Gold (to a max of 100,000,000,000 additional Gold) and XP (to a max of 10,000,000 additional XP) tn specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally his fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not iable to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied, and consumption of its charges may not be prevented
1 Potion of Flame Breath- (Consumable, Potion, Fire, 1 Charge, 10,000 Gold) User may skip a turn to do 500 Fire damage to 5 targets, lasts 3 turns, 1% Cures paralyzed
Purillic Elixir: Blue Honey- (Consumable, Potion, Light & Water, 3 Charges, 65,000 Gold) +8,000 HP, +3,000 MP, 15% Cures Poison: Desert Bee Sting, 5% Cures Drowning
3 Purillic Elixir: Yellow Honey- (Consumable, Potion, Light, 3 Charges, 65,000 Gold) +15,000 HP, 5% Cures Poison: Desert Bee Sting
2 Lubregar’s Vegetable Soup- (Consumable, Food, Water, 2 Charges, 250 Gold) +35 HP, +1 STR
2 Malzu Platter- (Consumable, Food, Earth, 2 Charges, 300 Gold) +20 HP
Missing Tea- (Consumable, Drink, Void, 1 Charge, 14,000,000 Gold) Target obtains the effects of a non-unique Drink Consumable whose name includes 'Tea' of equal or lower value to this item that has been used earlier in the same thread but does not have an instance of a buff or debuff it provides currently present on any individual in target's battlespace
5 Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater
5 Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Old Vat of Ointment- (Consumable, Medicine, Light & Earth & Water, 7 charges, 400 Gold) +20 HP, +5 MP
Radiant Angelfish- (Consumable, Lethal Item, Light, 1 Charge, 40,000 Gold) Deals 7,000 Light damage to 6 targets.
Raebic Prayer Leaves- (Consumable, Medicine, Water & Air, 2 Charges, 70,000 Gold) The next Divine Magic spell imbiber casts costs 7,000 less MP
Red Booze- (Consumable, Drink, Fire, 1 Charge, 17,000 Gold) +1,700 HP, +17 STR, 40% inflicts Poison: Drunk, does not stack
4 Rhythm Wire- (Consumable, Enchanted Item, Magic & Sonic, 1 Charge, 900 Gold) User and user’s allies may immediately leave a random quest they are currently in, Has RP effects
Rod of Assorted Afflictions- (Consumable, Rod, Darkness & Acid, 300 Charges, 400,000 Gold) 50% inflicts any one minor status effect
Rod of the Spire- (Consumable, Wand, Magic & Air & Light, 194/200 Charges, 120,000 Gold) Does 1,000 Air damage to target, but increases target's defense by 100, Restores 50 of user's MP
2 Rye Crackers- (Consumable, Food, Earth, 2 Charges, 500 Gold) +15 HP, +1 AGI
Silver-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 400,000 Gold) All enemies drop treasure and double normal Gold (to a max of 1,000,000,000 additional Gold) this fight, this effect applies to all of user’s allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied
Sonic Goat Whistle- (Consumable, Summoning Stone, Sonic, 6,000,000 Gold) Summons 1 Sonic Goat from the enemy list, Max 15 summoned
Statvos Wand- (Consumable, Wand, Electricity, 200 Charges, 15,000 Gold) Does 200 Electricity Damage, 1 hit against 5
5 Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
The Astounding Pork- (Consumable, Food, Fire & Earth, 3 Charges, 2,000,000 Gold) Target regenerates 20,000,000 HP and MP and is cured of all minor negative status effects and obtains a non-stacking buff that causes its possessor to regenerate 2,000,000 HP and MP and be cured of all minor negative status effects at the start of each round
Thousand Pinned Pufferfish- (Consumable, Deadly Item, Water, 1 Charge, 30,000 Gold) Does 2,000 damage to 14 targets
11,000 Turkey- (Consumable, Food, Air & Earth, 1 Charge, 700 Gold) Heals 40 HP, +10 AGI, +5 CON
5 Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
Wand of Lethal Bone Needle Rain- (Consumable, Rod, Darkness, 90 Charges, 280,000 Gold) Does 2,400 Physical or Darkness damage to 20 targets, also deals 40 CON damage to each target, 50% inflicts Wounded: Bleeding on each target, with the chance of doing such being seperate per target
Wedding Bell- (Consumable, Drink, Light, 1 Charge, 40,000 Gold) Target obtains +400 to all stats as a non-stacking buff if any of target's allies had their stats linked this round, Cures Confusion, 30% inflicts Poison: Drunk
Wedding Cake- (Consumable, Food, Earth & Light, 3 Charges, 15,000 Gold) Heals 1,000 HP and 1,000 MP
Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned

Items-

*Blue Powder from Michael Johnsworth- (Item, Quest Item, Water, 19,000 Gold)
*Dalagon's Apprentice's Amulet (Celas)- (Item, Quest Item, Darkness, 800 Gold)
*Iron Directive ID Card #1870- (Item, Quest Item, Technology & Physical, 900 Gold)
*Key to the Graveyard Atop Berenic Mesa- (Item, Quest Item, Air & Light, 19,000 Gold)
*Key to the Ruins of Caralox- (Item, Quest Item, Magic, 50,000 Gold)
*Letter from Jennifer Tardil to A Certain Friend- (Item, Quest Item, Light & Technology, 100 Gold)
*Map to the Graveyard Atop Berinic Mesa- (Item, Quest Item, Air, 5,000 Gold)
*Portrait of Lord Avandos- (Item, Antiquity, Fire, 70,000 Gold)
*Red Ungent from Michael Johnsworth- (Item, Quest Item, Fire, 297,000 Gold)
*Special Cell Phone (With Doc on Speed Dial)- (Item, Quest Item, Technology, 27,000 Gold)
*Sun Orb Shard 1/5- (Item, Quest Item, Light, 40,000 Gold)
*Sunthrone Upper Golden Outer Ring Key 1- (Accessory, Quest Item, Light, 1,000,000 Gold) +1 MIN
*Sunthrone Upper Golden Outer Ring Key 2- (Accessory, Quest Item, Light, 1,000,000 Gold) +1 MIN
*Sunthrone Upper Golden Outer Ring Key 3- (Accessory, Quest Item, Light, 1,000,000 Gold) +1 MIN
*The Great Bone Dais of Broken Forms- (Item, Property, Darkness & Time & Fate, 50,000,000 Gold)

3 1/12 Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

36 'How to Be a Cat'- (Item, Antiquity, Earth, 6,000 Gold)
'Your Friend the Rock!'- (Item, Antiquity, Physical, 800 Gold)
50 100 Books of Undeath- (Item, Antiquity, Darkness, 16,000 Gold)
17 1/17th Legacy Staff- (Item, Item Piece, Water & Magic, 70,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
A Weatherman's Stolen Voice- (Item, Material, Water & Air & Electrical, 610,000 Gold)
Acid Mana Oil- (Item, Material, Acid, 5,000 Gold)
Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
Air Mana Oil- (Item, Material, Air, 5,000 Gold)
Alien Figurine- (Item, Antiquity, Air, 900 Gold)
Alien Ninjas (Level 20-30) Spawn Table- (Item, Antiquity, Darkness & Magic & Physical & Air, 890,000 Gold)
Ancient Book of Lore- (Consumable, Antiquity, Magic, 7,000 Gold)
3 Ancient Wood- (Item, Material, Earth, 80,000 Gold)
Assorted Notes on Advanced Necromantic Research (With a Focus on Polar Necromancy)- (Item, Antiquity, Darkness & Ice, 5,500,000 Gold)
Audiocasette that Teaches Cows How to Use Wrecking Balls- (Item, Antiquity, Physical & Air, 30,000 Gold)
3 Azhara'Vaghathi's Scythe Arm (Bone Form)- (Item, Antiquity, Darkness, 75,000 Gold)
2 Azhara'Vaghathi Skeleton- (Item, Antiquity, Darkness, 200,000 Gold)
Baarthuulian Spice- (Item, Antiquity, Earth & Life, 60,000,000 Gold)
Backpack- (Item, Antiquity, Technology & Water, 600 Gold)
Bag of Giants’ Teeth- (Item, Antiquity, Darkness, 5,000 Gold)
Bascaradine Credit Card Type C: Silver Version- (Item, Quest Item, Technology, 50,000 Gold)
Black Clocktower- (Item, Property, Time & Darkness & Fate, 90,000,000 Gold)
13 Blackened Leather- (Item, Material, Darkness, 700 Gold)
11 Blessed Earths- (Item, Material, Earth & Light, 3,000 Gold)
23 Blueprints for a Power Armor Part - (Item, Antiquity, Technology, 1,400 Gold)
1,000 Bone- (Item, Material, Darkness, 200 Gold)
4 Bone Scribe’s Tome- (Item, Antiquity, Darkness, 15,000 Gold)
9 Bone Claw- (Item, Material, Darkness, 900 Gold)
4 Bone Scribe’s Tome- (Item, Antiquity, Darkness, 15,000 Gold)
144 Book of Race Records- (Item, Antiquity, Air & Physical & Earth, 1,200 Gold)
Bottle that Can Hold Solar Fire- (Item, Antiquity, Light & Fire, 30,000,000 Gold)
Box of Postcards from People Who Love Your New Hair- (Item, Antiquity, Light & Air, 7,000 Gold)
12 Canopic Figure of Phalerin- (Item, Antiquity, Light, 70,000 Gold)
3 Cheap Ancient Lock- (Item, Antiquity, Earth, 180 Gold)
Codex Esoterica- (Item, Crafting Equipment, Mystic & Spatial, 50,000,000 Gold) This item is not consumed as part of combos unless specifically noted
15 Codex of the Ancients- (Item, Crafting Equipment, Technology, 250,000,000 Gold) Is not consumed in combos unless specifically noted
2 Common Jewelry- (Item, Antiquity, Earth, 700 Gold)
Corpse-Strewn Battlefield- (Item, Property, Darkness, 175,000 Gold)
1,937 Crate of Stolen Desert Supplies and Finery- (Item, Material, Earth, 30,000 Gold)
Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
11 Daemonic Texts- (Item, Antiquity, Darkness, 110,000 Gold)
19 Dark Mana Stone- (Item, Material, Darkness, 500 Gold)
2 Dark Realm Art Gallery- (Item, Property, Darkness & Magic, 679,000 Gold)
Dark Temple- (Item, Property, Darkness, 970,000 Gold)
Dark War Iron- (Item, Material, Darkness & War & Destruction, 3,500,000 Gold)
Darkness Crystal Piece- (Item, Material, Darkness, 5,000 Gold)
8 Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
413 Deactivated Desert Corsair Warship- (Item, Antiquity, Earth, 42,000,000 Gold)
84 Dead Man’s Hand- (Item, Antiquity, Darkness, 200 Gold)
128 Dead Man's Notebook- (Item, Antiquity, Darkness & Earth, 36,000 Gold)
61 Deathless Shadow Stuff- (Item, Material, Darkness, 7,000 Gold)
25 Demon Chitin- (Item, Material, Darkness, 46,000 Gold)
159 Demon Skin- (Item, Material, Darkness, 41,000 Gold)
Diagram of a Hambelstern Prototype Cannon Drone Part- (Item, Antiquity, Technology, 1,975,900 Gold)
Diamond from the Hoard of Wonders- (Item, Material, Earth & Wonder, 36,000,000 Gold)
Dinosaur Wizards (Level 30-40) Spawn Table- (Item, Antiquity, Magic & Physical, 12,000,000 Gold)
Dominating Force of the Soul-Enslaver- (Item, Antiquity, Light & Darkness & Energy, 26,000,000 Gold)
Dreaming, Whispering, Crystallized Lobe Piece of the Abyss Brain- (Item, Material, Darkness & Water & Psychic, 2,597,400 Gold)
Dwarven Trinket- (Item, Antiquity, Earth, 500 Gold)
3 Earth Element Stone- (Item, Material, Earth, 1,000 Gold)
Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
15 Elder Wood- (Item, Material, Earth & Life, 750,000 Gold)
Electrical Mana Oil- (Item, Material, Electrical, 5,000 Gold)
Electric Bizzo-Gyrmometer- (Item, Antiquity, Electrical & Technology, 17,900 Gold)
Electricity Crystal Piece- (Item, Material, Electricity, 5,000 Gold)
Energy Mana Oil- (Item, Material, Energy, 5,000 Gold)
1 Essence of Kjall- (Item, Material, Magic, 200 Gold)
39 Essence of Mental Suffering- (Item, Material, Darkness & Psychic, 800 Gold)
2 Fake Spear of Avandos- (Item, Antiquity, Fire, 7,000 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
79 Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
Fire Mana Oil- (Item, Material, Fire, 5,000 Gold)
6 First Text of the Graceblade- (Item, Antiquity, Light, 250,000 Gold)
Flame Essence- (Item, Material, Fire, 300 Gold)
303 Flowing Core- (Item, Property, Fire, 400,000,000 Gold)
48 Ghost Ice- (Item, Antiquity, Ice & Darkness, 26,000 Gold)
2 Glowing Brain Piece- (Item, Antiquity, Psychic, 30,000 Gold)
14 Godseed: Harvest- (Item, Material, Earth & Life, 180,000,000 Gold)
2 Godseed: Love- (Item, Material, Fire & Light, 180,000,000 Gold)
Godseed: Knowledge- (Item, Material, Magic & Psychic & Technology & Knowledge, 180,000,000 Gold)
Golden Signet Ring- (Item, Antiquity, Light & Earth, 60,000 Gold)
5 Golden Suncoin- (Item, Currency, Light, 165,000 Gold)
21 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
Grand Bone Citadel of the Death-Kings- (Item, Antiquity, Darkness & Physical & Magic, 715,000,000 Gold)
4,604 Great Demon's Essence- (Item, Antiquity, Darkness & Fire & Destruction & Chaos, 30,000,000 Gold)
Great Warlord's Massive Diamond- (Item, Material, Earth, 36,000,000 Gold)
Green Glass Pane (Incomplete, From Sunthrone)- (Item, Antiquity, Earth & Light, 45,000 Gold)
9 Half-Ton of Necromantically-Infused Flesh- (Item, Material, Darkness, 8,000 Gold)
Halfling Adventurers (Level 1-10) Spawn Table- (Item, Antiquity, Light & Magic & Earth, 310,000 Gold)
129 Hambelstern Prototype Cannon Drone Parts- (Item, Material, Technology, 2,575,900 Gold)
2 Hambelstern Prototype Drone Network System Core- (Item, Material, Technology, 11,000,000 Gold)
3 Hand of Glory- (Item, Antiquity, Darkness, 37,000 Gold)
Heiberic Calling Pattern: Magic Doll- (Item, Antiquity, Magic & Light, 785,000 Gold)
Heiberic Calling Pattern: Yellow Flameman- (Item, Antiquity, Physical, 1,101,000 Gold)
8 Helicopter’s Propeller- (Item, Material, Technology, 14,000 Gold)
Ice Mana Oil- (Item, Material, Ice, 5,000 Gold)
Illustrated Almanac of Rare and Unusual Undead- (Item, Antiquity, Darkness, 800,000 Gold)
4 Incorrect Maps- (Item, Antiquity, Water & Air & Earth, 200 Gold)
2 Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)
16 Kasha's Tail- (Item, Antiquity, Darkness & Magic & Fire & Earth, 301,000 Gold)
17 Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 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)
2 Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
1 Large Stone Tablet- (Item, Antiquity, Earth, 1 Charge, 2,000 Gold)
Lever Head of the Jubilent Sun- (Item, Antiquity, Light, 200,000 Gold)
2 Lich Shade Tatters- (Item, Antiquity, Darkness, 30,000,000 Gold)
Light Mana Oil- (Item, Material, Light, 5,000 Gold)
Liquid from the Qualfish Pool- (Item, Antiquity, Water, 180,000 Gold)
13 List of the Departed and Their Fates- (Item, Antiquity, Darkness & Light, 30,000,000 Gold)
10 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
10 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
Magic Mana Oil- (Item, Material, Magic, 5,000 Gold)
10 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
6 Magi-Seal Tape- (Item, Antiquity, Magic, 1,500 Gold)
Magus Wars (Base Set) Card 100/800: Brown, Manse, Common: Corasloi, Cavern of the Dwarf Expedition- (Item, Antiquity, Earth, 200 Gold)
Magus Wars (Base Set) Card 167/800: Yellow, Magic, Common: Air Bolt- (Item, Antiquity, Air, 200 Gold)
Magus Wars (Base Set) Card 193/800: Yellow, Material, Common: Air Sphere- (Item, Antiquity, Air, 200 Gold)
Magus Wars (Base Set) Card 207/800: Red, Magus, Uncommon: Elbanheid, Elder Tactician of the Tribe of Fire- (Item, Antiquity, Fire, 600 Gold)
Magus Wars (Base Set) Card 230/800: Red, Minion, Uncommon: Flame Dragon- (Item, Antiquity, Fire, 600 Gold)
Magus Wars (Base Set) Card 245/800: Red, Minion, Common: Flame Jester- (Item, Antiquity, Fire, 200 Gold)
Magus Wars (Base Set) Card 267/800: Red, Magic, Common: Arcing Fires- (Item, Antiquity, Fire, 200 Gold)
Magus Wars (Base Set) Card 290/800: Red, Material, Uncommon: Trap: Flamespout Corridor- (Item, Antiquity, Fire, 600 Gold)
Magus Wars (Base Set) Card 389/800: Blue, Material, Uncommon: Pearl of Tides- (Item, Antiquity, Water, 600 Gold)
Magus Wars (Base Set) Card 400/800: Blue, Manse, Common: Yaldensoon, the Coral Sea- (Item, Antiquity, Water, 200 Gold)
Magus Wars (Base Set) Card 405/800: Black, Magus, Rare: Yaxmanashav, the Tower of Living Bone- (Item, Antiquity, Darkness, 800 Gold)
Magus Wars (Base Set) Card 406/800: Black, Magus, Uncommon: Azmezzor the Lich Baron- (Item, Antiquity, Darkness, 600 Gold)
Magus Wars (Base Set) Card 428/800: Black, Minion, Uncommon: Bone War Walker- (Item, Antiquity, Darkness, 600 Gold)
Magus Wars (Base Set) Card 433/800: Black, Minion, Uncommon: Felseigos (Demon of Destruction)- (Item, Antiquity, Darkness, 600 Gold)
Magus Wars (Base Set) Card 448/800: Black, Minion, Common: Skeletal Horseman- (Item, Antiquity, Darkness, 200 Gold)
Magus Wars (Base Set) Card 462/800: Black, Magic, Uncommon: Mystic Essence Sinkhole- (Item, Antiquity, Darkness, 600 Gold)
Magus Wars (Base Set) Card 478/800: Black, Magic, Common: Thirsty Bolt- (Item, Antiquity, Darkness, 200 Gold)
Magus Wars (Base Set) Card 493/800: Black, Material, Common: Bone Lamp- (Item, Antiquity, Darkness, 200 Gold)
Magus Wars (Base Set) Card 500/800: Black, Manse, Common: Xxardeyos, the House of Skulls- (Item, Antiquity, Darkness, 200 Gold)
Magus Wars (Base Set) Card 514/800: White, Magus, Common: Lynnora, the Healer- (Item, Antiquity, Light, 200 Gold)
Magus Wars (Base Set) Card 538/800: White, Minion, Uncommon: Trinbacchyel (Angel of the Host of Judgment)- (Item, Antiquity, Light, 600 Gold)
Magus Wars (Base Set) Card 555/800: White, Magic, Rare: Mass Ressurection- (Item, Antiquity, Light, 800 Gold)
Magus Wars (Base Set) Card 613/800: Green, Magus, Common: Arshana the Leaf-Tender- (Item, Antiquity, Wood, 200 Gold)
Magus Wars (Base Set) Card 615/800: Green, Magus, Common: Elsyndyl the Elven Archer- (Item, Antiquity, Wood, 200 Gold)
Magus Wars (Base Set) Card 616/800: Green, Magus, Common: Wallenmas the Aging Druid- (Item, Antiquity, Wood, 200 Gold)
Magus Wars (Base Set) Card 646/800: Green, Minion, Common: Kosari-Dragi (Lesser Kami of Leaves)- (Item, Antiquity, Wood, 200 Gold)
Magus Wars (Base Set) Card 700/800: Green, Manse, Common: Hindendell, Home of Elves- (Item, Antiquity, Wood, 300 Gold)
Magus Wars (Base Set) Card 703/800: Silver, Magus, Rare: Quallalloum, the Networked Dream- (Item, Antiquity, Metal, 800 Gold)
Magus Wars (Base Set) Card 747/800: Silver, Minion, Common: Automated Drone (Spy Configuration)- (Item, Antiquity, Metal, 200 Gold)
Magus Wars (Base Set) Card 774/800: Silver, Magic, Common: Magnify Weight- (Item, Antiquity, Metal, 200 Gold)
2 Magus Wars Cards- (Item, Antiquity, Magic, 600 Gold)
Male Adventurers (Level 10-20) Spawn Table- (Item, Antiquity, Light & Magic & Earth, 650,000 Gold)
Man Trap Seed- (Item, Antiquity, Darkness, 30,000 Gold)
2 Mana Pyramid- (Item, Magic Item, Air, 1 Charge, 5,000 Gold) +200 MP
6 Mason-Crafted Stone- (Item, Material, Earth, 6,000 Gold)
630 Massive Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 7,602,000 Gold)
Mathematics- (Item, Material, Psychic & Technology & Numerals, 5,000,000 Gold)
Maw Demon’s Teeth- (Item, Material, Darkness, 48,000 Gold)
Maze of Bowling- (Item, Property, Air & Physical, 1,320,000 Gold)
2 Mental Bowl- (Item, Antiquity, Psychic, 20,000 Gold)
Minor Key of the Necropolis- (Item, Key, Darkness, 35,000 Gold)
Moon Base- (Item, Property, Technology, 4,825,000 Gold)
Moose-Locating Radar- (Accessory, Gadget, Technology & Earth, 15,000 Gold) Wielder gains +5% To Hit against targets with 'Moose' in their name
2 Mountain of Undead Bodies- (Item, Property, Darkness, 70,000,000 Gold)
Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)
Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
Novel-Generating Typewriter- (Item, Antiquity, Air & Magic, 35,000,000 Gold)
3 Old Bell- (Item, Antiquity, Earth, 40 Gold)
2 Old Copper Key- (Item, Key, Earth, 30 Gold)
Old Silver Key- (Item, Antiquity, Earth, 5,000 Gold)
2 Old Tome- (Item, Antiquity, Earth, 5,000 Gold)
3 Old Vase- (Item, Antiquity, Earth, 2,000 Gold)
Ostracon- (Item, Material, Earth & Magic, 71,000 Gold)
Overly Excited Motor- (Item, Antiquity, Technology, 60,000 Gold)
79 Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Ornamental Rug- (Item, Antiquity, Fire, 6,000 Gold)
Partial Azhara'Vaghathi Skeleton- (Item, Antiquity, Darkness, 100,000 Gold)
25 Paste of Demonic Foulness- (Item, Material, Darkness & Acid, 46,000 Gold)
Personal Spawn Table: Necromancy Spells (Level 30-40)- (Item, Antiquity, Darkness & Magic, 50,000,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
8 Phenomenally Bad Piece of Art- (Item, Antiquity, Darkness & Water, 600 Gold)
Photograph of a Yeti- (Item, Antiquity, Ice, 90,000 Gold)
2,616 Phylactery- (Item, Antiquity, Darkness & Magic, 10,000,000 Gold)
Physical Mana Oil- (Item, Material, Physical, 5,000 Gold)
52 Pile of Lost Corpses- (Item, Antiquity, Darkness, 50,000 Gold)
Pink Child’s Backpack- (Item, Antiquity, Technology & Water & Light, 600 Gold)
2 Plant Pods- (Item, Material, Earth, 30 Gold)
Pocket Dimension: Graveyard of Dragons- (Item, Property, Darkness & Magic, 250,000,000 Gold)
Pocket Dimension: Philosophy Factory- (Item, Property, Psychic & Technology, 55,000,000 Gold)
Portal Key to Portal #4,567,876,773,824- (Item, Antiquity, Earth & Magic, 79,000 Gold)
Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold
Psychic Mana Oil- (Item, Material, Psychic, 5,000 Gold)
Puff of Cloud- (Item, Material, Air, 4,000 Gold)
-93 Purity- (Item, Material, Light, 5,000,000 Gold)
Purple Gem from the Seletheric Towers of Sunthrone- (Item, Antiquity, Light & Magic, 40,000,000 Gold)
Random Giftbox- (Item, Ticket, Magic & Physical, 1,900 Gold) Can be opened at the Warehouse for a roll on the Random Giftbox table
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
13 Rare Bones- (Item, Material, Darkness, 43,000 Gold)
Report on Dwarven Drinking Habits- (Item, Antiquity, Earth & Water, 2,600 Gold)
15 Ritual Chalk- (Item, Antiquity, Magic & Light & Darkness, 300,000 Gold)
Rope- (Item, Antiquity, Earth, 200 Gold)
Room in Dalagon's Tower- (Item, Property, Darkness, 60,000 Gold) (Owned by the necromancer Dalagon)
105 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
7 Scrap Metal- (Item, Material, Technology, 20 Gold)
28 Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
150,000,000 Self-Stacking Storage Crate- (Item, Antiquity, Earth, 250,000 Gold)
Shrivelled Fox Tail- (Item, Antiquity, Technology, 40 Gold)
Sign Proclaiming the End of Grabbyfest- (Item, Antiquity, Whimsy, 300,000 Gold)
Slice of Farmland on Phaelgarr V- (Property, Land, Earth, 10,000 Gold)
Snow-Cone Booth that Got Too Cold and Froze Completely- (Item, Property, Ice, 15,000 Gold)
Solar Birdcage- (Item, Antiquity, Light, 60,000,000 Gold)
Solar Gentleman's Skeleton- (Item, Antiquity, Light, 1,000,000 Gold)
12 Spaceship Blueprint- (Item, Antiquity, Technology, 5,000,000 Gold)
Spectral Essence- (Item, Material, Light, 1,000 Gold)
3 Square Mile of Boneyard on a Random World- (Item, Property, Darkness, 80,000 Gold)
Sound of Cosmic Joy- (Item, Material, Astral & Hope & Sonic, 210,000,000 Gold)
Statue that was Once a Person- (Item, Antiquity, Earth, 110,000 Gold)
2 Stone of Lathor- (Item, Material, Darkness, 180,000 Gold)
45 Sunmetal- (Item, Material, Light, 15,000,000 Gold)
4 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
Tall Mammals (Level 1-15) Spawn Table- (Item, Antiquity, Earth & Physical, 440,000 Gold)
Technology Mana Oil- (Item, Material, Technology, 5,000 Gold)
17 Tengu Feather- (Item, Antiquity, Air, 40,000 Gold)
2 Tjourquimaddan Advisor’s Mind- (Item, Antiquity, Darkness & Psychic, 1,900,000 Gold)
5 Tome of Esoteric Monsters- (Item, Antiquity, Earth & Darkness & Magic, 75,000 Gold)
Tome of Risen Bones- (Item, Crafting Equipment, Darkness, 50,000 Gold) Not consumed in combinations it is a part of
15 Totem Wood- (Item, Material, Earth & Magic, 160,000 Gold)
Tower of Boats- (Item, Property, Air & Water, 410,000 Gold)
3 Trapped Fortress- (Item, Property, Physical, 1,800,000 Gold)
Truesilver Dragon Egg (4)- (Item, Antiquity, Fire & Earth & Light & Magic & Mystic & Glory, 514,000,000 Gold) (Bound to Noix)
362 Unknown Substance- (Item, Material, Magic, 5,000 Gold)
6 Unopened Office Holiday Giftbox- (Item, Ticket, Earth & Air, 900 Gold) Can be opened at the Warehouse for a roll on the Office Holiday Giftbox table
Useless Thing- (Item, Useless Thing, Junk, 1 Gold)
5 Valdokkian Cyclope Skeleton- (Item, Antiquity, Darkness, 245,000 Gold)
106 Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
2 Valuable Dwarven Spittoon- (Item, Antiquity, Earth, 27,000 Gold)
70 Vampiric Dragonheart- (Item, Antiquity, Darkness & Blood, 40,000,000 Gold)
Video of Awesome Attacks that Involve Lasers- (Item, Antiquity, Technology & Light & Energy, 17,500 Gold)
1 Vines- (Item, Material, Earth, 700 Gold)
Volleyball- (Item, Antiquity, Physical, 200 Gold)
Warlord's Advisor's Mind- (Item, Antiquity, Air & Physical & Fire & Psychic, 1,900,000 Gold)
Water Mana Oil- (Item, Material, Water, 5,000 Gold)
White-Stone Castle- (Item, Property, Magic & Light & Physical, 15,000,000 Gold)

You also got an Area Key for Hunstman's Land, Huntsman's Lodge, and Jungle of the Asp.

COFFEE wrote:695 Coffee Beans- (Item, Antiquity, Earth & Fire & Water, 300 Gold)
100 Coffee Mug- (Item, Antiquity, Earth & Fire & Water, 200 Gold)
100 Espresso Machine- (Item, Antiquity, Fire & Water & Technology, 7,000 Gold)
100 Coffee Pot- (Item, Antiquity, Technology & Water & Fire, 800 Gold)
95 Coffee Filter- (Item, Antiquity, Technology & Water & Earth, 70 Gold)
100 Expensive Coffee Beans- (Item, Antiquity, Earth & Fire & Water, 30,000 Gold)
100 Needle and Thread- (Item, Antiquity, Physical & Earth, 200 Gold)
95 Empty Teacup- (Item, Antiquity, Water & Earth, 300 Gold)
85 Tea Leaves- (Item, Antiquity, Earth, 200 Gold)
100 Tea Kettle- (Item, Antiquity, Water & Air, 700 Gold)
100 Electronic Tea Kettle- (Item, Antiquity, Technology & Water & Air & Electrical, 900 Gold)
75 Blood- (Item, Material, Darkness, 300 Gold)
95 HUGE Coffee Mug- (Item, Antiquity, Technology & Water & Fire, 600 Gold)

Spells-
2 A Drought of Rulership- (Spell, Ethereal Magic, Nobility & Water, 900,000 MP, 87,000,000 Gold) Target, if below Level 80 and not 10 or more Levels greater than caster, loses the element Nobility and has all of its non-unique summons become uncontrolled, Caster must be Level 20 or greater
Air Orb- (Spell, Wizard Spell, Air, 1 MP, 500 Gold) +5 Magic Attack
2 All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
2,426 Animate Greater Undead- (Spell, Necromancy, Darkness, 60,000 MP, 9,280,000 Gold) Summons up to 1 Undead below Level 40 from the Enemy List that is normally fightable for drops, Max 5 summoned, Summons summoned through this spell cannot summon
Animate Lesser Selerethic Sunthrone Golem- (Spell, Golomancy, Light, 1,000 MP, 19,000,000 Gold) Summons 1 Lesser Selerethic Sunthrone Golem, Max 20 summoned
Animate Undead- (Spell, Necromancy, Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Undead below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
33 Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
5 Armor of Light- (Spell, Divine Spell, Light, 15 MP, 7,000 Gold) Provides a bonus to target's defense equal to one fifteenth the damage caused by a magical attack with a +5 Magical Attack bonus (in addition to Magical Attack bonuses from other equipped sources, abilities, buffs, etc.), Lasts 1 turn
*Beauty Drain- (Spell, Dark Magic, Air & Darkness & Magic, 3,200 MP, 1,100,000 Gold) +1,100 Magical Attack, Deals no normal damage, instead dealing 1/10 the amount of damage that would be dealt as stat damage to both CON and SPI, Inflicts Stat Drain, Can raise user’s CON and SPI above their normal maxes, to a max of 2,500 additional points in each, Cannot be used if caster is afflicted with Burning, All additional stat points gained from this ability above normal maxes are immediately removed if possessor becomes afflicted with Burning or Weakened, 25% cures caster of Weakened
7 Black Ice Needle- (Spell, Dark Magic, Ice & Darkness, 400 MP, 410,000 Gold) +425 Magical Attack, 45% inflicts Disease, 30% inflicts Impaired, 30% inflicts Weakened, 15% may inflict both Wounded and Voidstruck at the same time (resistances to both apply added together)
2 Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
2 Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
3 Blessing of Orithon- (Spell, Divine Spell, Light, 50 MP, 12,000 Gold) Gives +25 damage to all Water element attacks and adds +15 Defense against Earth, lasts 8 turns
Bone Dragon Rush- (Spell, Necromancy, Darkness, 60,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, +60,000 Melee Attack, This attack counts as coming from a source that is a Dragon in addition to its other subtypes, Caster must be Level 20 or greater
Call Forth Jyushin-Myengi- (Spell, Necromancy, Darkness, 3,700 MP, 795,000 Gold) Summons (Magic Attack/1,200 rounded up) Jyushin-Myengi, Max 5 Summoned
5 Call Unto Air- (Spell, Elemental Magic, Air, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Air, scans the user's enemies to determine if any of them are Air element, or gives target 5% Air Resistance
5 Call Unto Earth- (Spell, Elemental Magic, Earth, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
5 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
5 Call Unto Water- (Spell, Elemental Magic, Water, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Water, scans the user's enemies to determine if any of them are Water element, or gives target 5% Water Resistance
Call Unto Seasons: Winter- (Spell, Elemental Magic, Ice, 45 MP, 45,000 Gold) All Ice attacks for the remainder of the battle do Caster's Level * 10 extra damage, Does 700 Ice damage or heals target Ice element individual for 700, does not stack
33 Cannibal’s Feast- (Spell, Necromancy, Darkness, 0 MP, 114,000 Gold) +2,500 Melee Attack, may only be used against allies of the same subtype as caster, If this attack kills its target, caster is healed for an amount of HP and MP equal to 1/10 the slain ally’s max HP or max MP (caster’s choice which)
Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Circle Blast- (Spell, Wizard Spell, Light & Darkness, 10 MP, 2,000 Gold) +15 Magical Attack
2 Circle of Bones (Spell, Summoner Magic, Magic, 2,700 MP, 108,000 Gold) Creates a summoning circle for its caster that gives all summons that caster summons +400 to all stats if they are Undead, caster’s undead summons summoned through this circle gain +1% chance of inflicting Voidstruck for attacks that have a chance of doing so and caster’s summoned undead have a 5% less chance of being uncontrolled, does not stack with itself or other circles caster has created, caster may sacrifice 600 HP from self and willing allies to reduce this spell’s MP cost to 20
Clown Shuffle- (Spell, Dance, Magic & Air, 400 MP, 27,000 Gold) 30% inflicts Confusion, 1 hit against 15
Control Golem: Perform Mapping Task- (Spell, Golomancy, Air, 1,700 MP, 400,000 Gold) Places a buff on target allied Golem that is a pet or a summon; whenever said Golem's team would enter a new room in this random quest, an additional room is rolled and added to the possible rooms that said team could select to move into, does not stack
Corpse-World's Descent- (Spell, Necromancy, Darkness & Astral, 5,000,000 MP, 250,000,000 Gold) +2,500,000 Magical Attack, This action is delayed for 3-5 rounds, At the start of each round, if this action is delayed, its performer summons up to 50 Undead from the Enemy List that are below Level 80 that are normally fightable for Drops, Max 5,000 summoned, 1 hit against 5,000,000,000, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement' or the ability 'Adept Astral Magic Attunement'
Craft Undead Masterwork- (Spell, Necromancy, Darkness, 2,000,000 MP, 225,000,000 Gold) Caster summons 1 Undead from the Enemy List that is normally fightable for drops that is below Level 80 and below caster's Level, Said summon's natural name includes 'Necromantic Masterwork ' at is start, Said summon's natural Level may become equal to any value up to either caster's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This action requires 3 actions worth of charge-up, This spell may summon a max of 1 entity per thread, Caster must be Level 40 or greater
Create Bone Construct I- (Spell, Necromancy, Darkness, 40 MP, 30,000 Gold) Creates (1 x caster level) Minor Bone Constructs, Cannot create more bone constructs than the total number of foes slain minus the number of bone constructs already created
Create Plot Armor- (Spell, Enchantment, Fate, 2,400,000 MP, 240,000,000 Gold) Target gains 'Immune to sources below Level 40' while target possesses a Fate-element buff or debuff, Caster must be Level 40 or greater, Has RP effects
Create Zone of Ice- (Spell, Geomancy, Ice, 50 MP, 20,000 Gold) Caster creates a Zone of Ice which does not stack with Zones and may set the Phantom Terrain to Frozen Waste
Dark Globe of the Fell Wraith- (Spell, Dark Magic, Ice & Darkness, 1,240 MP, 509,000 Gold) +600 Magical Attack, may deal no damage, 50% inflicts Paralysis, 5% inflicts Frozen: Cubed if only targeting a single individual
Dead Cosmos Missile- (Spell, Necromancy, Darkness & Astral, 75,000,000 Gold) +75,000 Magical Attack, this action may gain '5 hits against 500' and deal 1/50 Damage, 5% inflicts Instant Death, 75% inflicts Voidstruck or Voidstruck: Astral Echoes, Caster must be Level 40 or greater and must possess the abilities Necromancer and Astromancer
Death-Lord's Command- (Spell, Necromancy, Darkness & Psychic, 2,000,000 MP, 200,000,000 Gold) Target dead individual below Level 80 that is not Immune to Dominion that is not 5 or more Levels greater than caster, to a max of once per round per individual, performs an action with all decisions controlled by caster, Caster must be Level 40 or greater
Demilich Creation Ritual- (Spell, Necromancy, Darkness & Magic & Astral, 2,000,000 Gold, 150,000,000 Gold) Target summoned Lich or Lich Lord is transformed into a Demilich from the Enemy List, Casting this spell costs 60,000,000 Gold, Caster must be Level 79 or greater and must possess the ability 'Adept Necromancer'
11 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
4 Demon Fire (2)- (Spell, Demon Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
543 Demonic Destruction- (Spell, Demon Magic, Destruction & Darkness & Fire & Chaos, 560,000 MP, 136,000,000 Gold) +136,000 Magical Attack, may gain 1 hit against 50,000 and deal 1/3 Damage, Caster must be Level 40 or greater
Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
Dis-Ordinate- (Spell, Wizard Magic, Magic & Chaos, 90 MP, 70,000 Gold) 33% Undoes an Ordinator's Ordinations
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
Divine Cure- (Spell, Divine Spell, Light, 20 MP, 20,000 Gold) +20 Magic Attack, Heals
Don't Be Sad, Bro!- (Spell, Leadership, Air & Water, 50 MP, 5,000 Gold) Cures Confusion: Depression unless caster possesses the ability 'Not a Bro'
5 Draining Tendril- (Spell, Wizard Magic, Darkness, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Voidstruck, inflicts Drain on targets of lower level than caster
Drink Your Sorrows Away- (Spell, Other: Culinary Arts, Water & Light & Darkness, 30 MP, 65,000 Gold) Cures Confusion: Depression, Inflicts Poison: Drunk
Drop Attack- (Spell, Combat Arts, Physical & Air, 400 MP, 400,000 Gold) +400 Melee Attack, This action deals full Damage to targets below Level 40 in the back row on the first round of battle
Earth Orb- (Spell, Wizard Spell, Earth, 500 Gold) +5 Magic Attack
71 Elemental Air Blast- (Spell, Elemental Magic, Air, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Air, deals 105% normal damage to Earth element targets, to a max of 1,000,000 additional damage, Call Unto Air must have been cast to cast this spell
Emboldening Mantra- (Spell, Leadership, Earth & Fire & Air, 250 MP, 290,000 Gold) +5% Critical, 1 hit against 5, lasts 25 turns, stacks 2 times
Empower Armor: Deflective Pulse- (Spell, Enchantment, Technology, 610 MP, 69,000 Gold) Target armor gains +60 Defense and, should an offensive action from a source at least 5 levels below caster targeting its wearer fail to deal its wearer any negative result, said result may be redirected to a target of wearer’s choice
Empty Body- (Spell, Ethereal Magic, Magic & Air & Darkness, 900 MP, 170,000 Gold) Target’s CON 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
Empty Motion- (Spell, Ethereal Magic, Magic & Air & Darkness, 900 MP, 170,000 Gold) Target’s AGI 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
Empty Mind- (Spell, Ethereal Magic, Magic & Air & Darkness, 900 MP, 170,000 Gold) Target’s MIN 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
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
Empty Soul- (Spell, Ethereal Magic, Magic & Air & Darkness, 900 MP, 170,000 Gold) Target’s SPI 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
Enchant Weapon: Extra Fast- (Spell, Enchantment, Air & Time, 6,000 MP, 210,000 Gold) Gives target weapon the permanent Enchantment Extra Fast, costs 2,000 XP and 6,000 Gold
Enchant Weapon: Miserly- (Spell, Enchantment, Magic, 200 MP, 400,000 Gold) Gives target weapon the permanent Enchantment Miserly, costs 300 XP, and 500,000 Gold
3 Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Ephemeralize Enchantment- (Spell, Ethereal Magic, Air, 1,900 MP, 77,000 Gold) Target enhancement does not have any effect for three rounds
Esoteric Veiling: Sanctity of Empty Quantities- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) Target obtains a non-stacking buff that gives its possessor 30% Resistance to individuals whose stats' values share no numerals with one or more of its possessor's stats' values, does not stack, Caster must be Level 40 or greater
Ethereal Tempest- (Spell, Ethereal Magic, Water & Air & Electical & Aether, 1,750,000 MP, 175,000,000 Gold) Caster obtains a non-stacking buff that causes summons below Level 60 that would be summoned into the same battlespace as caster to not be summoned, for summons below Level 80 that are not 20 or more Levels greater than caster to have a 25% chance of not being summoned, to be afflicted with Fatigued when summoned, and to have a 50% chance of being unable to act on the turn they are summoned, Caster must be Level 40 or greater
Eye of Visions (2)- (Spell, Arcanist Magic, Light & Magic, 20,000 Gold) +30 Melee Attack if user has no weapons equipped, +15 Magic Attack if user has no weapons equipped, User may skip a turn at any time to view enemy stats, May be cast once per battle
4 Fading Call: Masons- (Spell, Summoning, Physical, 180 MP, 45,000 Gold) +15 Physical Attack, Heals, only affects Golems and Large Structures
Faintest Light of the Trans-Spatial Spheres- (Spell, Summoning, Light & Magic, 2,400 MP, 478,000 Gold) +520 Magical Attack, caster may switch the rows of any targets damaged by this attack that are below level 60, caster gets +130 MIN, deals 1/3 damage, 1 hit against 15, stacks 5 times
2 Fell Wind- (Spell, Necromancy, Darkness & Air, 90 MP, 90,000 Gold) +37 Magical Attack, 1 hit against 3, 5% Inflicts poison
Fire Orb- (Spell, Wizard Spell, Fire, 500 Gold) +5 Magic Attack
Flow of Unconquered Life- (Spell, Necromancy, Life & Glory, 2,000,000 MP, 200,000,000 Gold) +2,000,000 Magical Attack, Heals, 1 hit against 50,000,000, Caster obtains a non-stacking buff that causes its possessor's dead allies to be resurrected (gaining the subtype Undead and the element Life in the process) at the start of each round, provided that they have been dead for at least 3 rounds and were not killed by sources greater than Level 80 that are not either Level 85 or greater or greater Level than caster, Caster must be Level 40 or greater
Fortitude of Phalerin- (Spell, Divine Magic, Earth, 450 MP, 263,000 Gold) +50 CON per caster level to a max of +8,000 CON, does not stack
67 Foul Air- (Spell, Dark Magic, Darkness & Air & Acid, 1,900 MP, 119,000 Gold) Inflicts a selected 3 of Poison, Diseased, Diseased: Immunodeficiency, Diseased: Computer Virus, Diseased: Lingering Illness, Fatigued: Weakness, Impaired, Impaired: Blind, and Stat Drain per target with a 30% infliction chance for each, 1 hit against 5
Genesis- (Spell, Summoner Magic, Magic, 400,000 MP, 100,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend, non-Immortal monster from the enemy list that is non-Elite, below Level 80, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon, Caster must be Level 40 or greater
2,425 Greater Bolster Undead- (Spell, Necromancy, Darkness, 30,000 MP, 8,690,000 Gold) Caster's Undead pets and summons gain +3,100 to all stats, does not stack, lasts 5 rounds
Greater Necromantic Drain- (Spell, Necromancy, Darkness, 68 MP, 41,000 Gold) +61 Magic Attack, inflicts Drain
Greater White Necromantic Drain- (Spell, Necromancy, Light, 45 MP, 74,000 Gold) +75 Magic Attack, inflicts Drain
9 Hambelstern Prototype Drone Siren 0.03- (Spell, Hypertech, Technology, 565,985 MP, 7,895,700 Gold) Summons 5 Hambelstern Prototype 0.08 Cannon Drone, max 20 summoned, summons of summons from this spell count towards the cap of summons that this spell may produce
2 Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
Health Leech- (Spell, Necromancy, Darkness, 20 MP, 2,000 Gold) +15 Magic Attack, Heals user for 10% of damage done up to a max of 250
7 Holy Blades- (Spell, Divine Spell, Light, 30 MP, 9,000 Gold) Gives target +25 Melee Attack and changes all Melee Attack damage to light element, Lasts 3 turns, stacks 2 times
3 Holy Healing- (Spell, Divine Spell, Light, 7 MP, 1,700 Gold) +5 Magic Attack, Heals
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
13 Hymn of the Devouring Undead- (Spell, Bardic Music, Darkness, 800 MP, 87,000 Gold) All Undead in battle gain 1/50th the HP damage they deal (not counting damage that puts their targets past the point of death) back as HP while under the effect of this spell, this spell lasts as long as its caster maintains it as an action each turn for a cost of 0 MP, stacks 5 times
Irrisistable Blows- (Spell, Enchantment, Magic & Physical, 100,000 MP, 100,000,000 Gold) Target ignores the elemental Resistances and Immunities of individuals below Level 60 that are 5 or more Levels lower than caster, Caster must be Level 40 or greater
2 Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
51 Jauntily Intimidating Song- (Spell, Bardic Music, Air & Water, 80 MP, 39,000 Gold) +400 HP for caster, +50 to all of caster’s stats, +24 to the stats of up to 100 of caster’s allies, 15% afflicts up to 30 targets with Confusion: Fear, 1% afflicts up to 15 targets with Fatigued: Stunned, stacks 3 times
Judgment Arcana- (Spell, Arcanist Magic, Fate & Glory, 200,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 1 hit against all opposing targets, Caster must be Level 40 or greater
8 Keen Strike- (Spell, Sword Arts, Physical, 400 MP, 260,000 Gold) +50 Melee Attack, this attack gains +7% Critical, caster must have a Sword equipped
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Lesser Necromantic Circle of Resonant Command (Spell, Summoner Magic, Magic, 9,800 MP, 240,000 Gold) Creates a summoning circle for its caster that gives all summons that caster summons while this circle is present +400 to all stats if they are Undead, This circle provides an additional +20 points to all stats of said summoned Undead per level of caster, to a max of level 30, with said caster-level-based additional points not being able to raise the stats of any summons above a value equal to 200% of their unbuffed value, all summons that caster summons while this circle is present +50 Defense Against Stat Damage if they are Undead, caster’s Undead summons summoned through this circle gain immunity to Charm from sources below level 50, caster’s Undead summons summoned through this circle gain +1% chance of inflicting Charm for attacks that have a chance of doing so, caster’s Undead summons summoned through this circle gain a 4% chance of inflicting Charm (which may be raised by the +1% chance that this spell provides) with attacks that are Criticals and a 1% chance of inflicting Voidstruck with attacks that are Criticals, and caster’s summoned Undead summoned through this circle have a 25% less chance of being uncontrolled, does not stack with itself or other circles caster has created, caster may sacrifice 2,000 HP from self and willing allies to reduce this spell’s MP cost to 500
1 Lightning Bolt- (Spell, Wizard Spell, Electrical, 5 MP, 700 Gold) +7 Magical Attack
Lost Word of Pain- (Spell, Forbidden Magic, Darkness, 50 MP, 10,000 Gold) +30 Magic Attack, 20 Darkness Damage, 5% Ignore Defense Under 10,000, 1% Hurts User Also, Ignoring Defense
Map Area- (Spell, Divination, 200 MP, 150,000 Gold) Whenever caster's team would enter a new room in this random quest, an additional room is rolled and added to the possible rooms that caster's team could select to move into, does not stack
Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Mass Repair- (Spell, Wizard Magic, Technology & Magic, 70 MP, 40,000 Gold) Heals up to 15 target Vehicles, Mechs, War Machines, Robots, Clockworks, or Golems for 500 HP
Meditation of the Undying Void- (Spell, Necromancy, Void, 500,000 MP, 50,000,000 Gold) Caster suffers no effects from debuffs from sources below Level 60 if caster is an Undead, Caster must be Level 40 or greater
4 Mother's Milk- (Spell, Alchemy, Life, 100,000 MP, 85,000,000 Gold) +81,000 Magical Attack, Heals, +8,000 to all stats, stacks 2 times, only affects caster's summons
2 Muddle- (Spell, Wizard Magic, Psychic, 70,000 Gold) 45 MIN damage
Mummy's Curse- (Spell, Necromancy, Darkness, 27,000 MP, 21,100,000 Gold) Target obtains -2,100 to all stats, stacks 3 times, Caster must be Level 20 or greater
Necrochannel- (Spell, Necromancy, Darkness, 30 MP, 10,000 Gold) Damage a summon you control for 20 HP, Heal 25 HP, Heal an additional 50 HP if that summon was Undead
Necromantic Drain- (Spell, Necromancy, Darkness, 7 MP, 8,000 Gold) +15 Magic Attack, Heals caster for half damage dealt to a max of 1,000 HP per caster level to a max of 50 levels
Necromantic Enchantment: Ghostfog- (Spell, Necromancy, Darkness, 40 MP, 60,000 Gold) Gives target weapon or armor the permanent Enchantment Ghostfog, costs 200 XP, and 6,000 Gold
12 Nether Breeze- (Spell, Dark Magic, Air & Darkness & Ice, 790 MP, 415,000 Gold) +419 Magical Attack, 15% inflicts Frozen, 15% inflicts Voidstruck, may heal Undead, 1 hit against 15, deals 1/5 damage unless this spell targets only a single individual
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entities that is under level 10 and were summoned by an entity that is under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
2 One Hundred Thousand Rays- (Spell, Hypertech, Technology, 1,416,000 MP, 12,515,000 Gold) +14,575 Magical Attack, +14,550 Ranged Attack, deals 1/20 damage, 100 hits divided among 100, this spell repeats itself as a Cast a Spell action that costs no MP and does not have this repetition effect attached at the beginning of its caster's first action every round for 100 rounds, does not stack
Open Gate to Grand Mall of Worlds- (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
Ossian Superhardening- (Spell, Necromancy, Earth & Physical, 1,700,000 MP, 170,000,000 Gold) Target Undead gains +170,000 Defense as a buff that stacks 5 times, Caster must be Level 40 or greater and possess the ability 'Adept Necromancy Attunement'
2 Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
3 Pyramidal Necromancy: Call Black Minaret- (Spell, Necromancy, Darkness, 7,900 MP, 80,000 Gold) Creates a Black Minaret that has 120,000 HP, has 4,000 Defense is Darkness element, counts as a Large Structure, has 200% Light Weakness, and takes up a spot in the front row despite not being an individual, This Black Minaret provides +460 to all stats of all allied undead, may be carried in a buff or summon slot, this Black Minaret counts as a Dark Magical Focus, and does not stack in relation to multiple being created at once or providing buffs across multiple Magical Foci
2 Pyramidal Necromancy: Call the Guardians of the Dead Sultan- (Spell, Necromancy, Earth & Fire & Darkness, 1,490 MP, 120,000 Gold) Summons 1 Guardian of the Dead Sultan, Max 5 Summoned, Max 12 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell’s summons come from the Enemy List and do not level
6 Pyramidal Necromancy: Grave Guardian- (Spell, Necromancy, Earth & Light & Darkness, 600 MP, 160,000 Gold) Target A gains a buff that causes target A to hit target B with a buff upon target A’s death that causes the first individual who targets target B with an offensive action to immediately be counter-attacked with a Melee Attack performed by a copy of Target A at target A’s time of death, with said copy not dying again until the end of said action, This second buff is not applied if target A is killed by a source of Level 45 or greater, This is a corpse-consuming effect in regards to target A and may not be placed on a target who is already the target of another corpse-consuming effect, This effect may replace corpse-consuming effects from equal or lower level sources, Does not stack on target A, stacks 10 times across all instances for each target B
Repair- (Spell, Wizard Magic, Technology & Magic, 10 MP, 5,000 Gold) Heals target Vehicle, Mech, War Machine, Robot, Clockworks, or Golem for 500 HP
1 Restore Plants- (Spell, Healer Magic, Life & Earth, 7,000 MP, 1,110,000 Gold) +2,800 Magical Attack, Heals, Heals 1/10 HP Healed in Stat Damage from all stats, Cures all Minor Status Effects, only affects Plants, deals 2/3 damage, 1 hit against 15
Repair Undead- (Spell, Necromancy, Darkness, 10 MP, 5,000 Gold) Heals target Undead for 500 HP
Restoration of Phalerin- (Spell, Divine Magic, Earth & Light, 320 MP, 265,000 Gold) +285 Magical Attack, Heals
2 Reveal Constellation of the Mage- (Spell, Astral Magic, Astral & Magic, 300 MP, 120,000 Gold) Sets the Constellation of the Mage as an Empowered Constellation for caster, said constellation begins with a Phase of 1 at the start of every battle and has a Max Phase of 3, its phase resets between battles, its phase increases at the end of each round during which its posesssor conducted a Magical Attack action, It provides +50 Magical Attack per phase as a buff, It provides an effect that reduces the cost of spells cast by its possessor by 500 while its phase is full
Revive Fallen Crusader- (Spell, Necromancy, Light, 10,000 MP, 10,115,000 Gold) Summons (Caster's Magic Attack Bonus/5,000, rounded up) Fallen Crusader, Max 30 Summoned
Reweave Fate- (Spell, Ritual Magic, Fate, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, This action is delayed for 5 to 24 rounds (chosen by caster at the time of casting), Costs 10,000 XP and 2,000,000 Gold to cast, Has RP effects
Riddle of Bones- (Spell, Necromancy, Darkness, 2,000 MP, 169,000 Gold) +45 Magical Attack, Drains 50 MIN and gives it to caster, if target has below 250 MIN after this attack resolves, caster may immediately cast a Necromancy spell that summons one or more undead for 2,000 MP less than usual, to a minimum of 0 MP, as a free bonus action, caster may not gain a total of more than 700 MIN from this spell
Roulette- (Spell, Dark Magic, Darkness & Fortune, 5,000,000 MP, 250,000,000 Gold) Inflicts Instant Death on a random target in battle that is equal Level to or lower Level than caster
Sign of the Pharaoh- (Spell, Necromancy, Mystic & Warding, 800,000 MP, 80,000,000 Gold) Caster obtains a non-stacking buff that does not stack across different individuals that provides its possessor's allies with +4,000 Defense and, whenever one of said allies is killed by an opponent of said buff's possessor, said opponent obtains a debuff that stacks 200 times that provides -400 to all stats, This buff does not vanish if caster dies until caster' corpse ceases being present (through a means other than caster's resurrection) if caster possesses the ability 'Expert Necromancy Attunement', Caster must be Level 20 or greater and must possess the ability 'Adept Necromancy Attunement'
2 Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
5 Skull-Moon's Laughter- (Spell, Necromancy, Darkness, 600,000 MP, 125,000,000 Gold) +125,000 Magical Attack, 100% inflicts Confusion: Overcome with Laughter, 5% inflicts Instant Death, target obtains a debuff that provides -3,500 to all stats as a non-stacking effect, May gain '1 hit against 5' and deal 1/10 Damage, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancer' or the ability 'Astronomer of the Dead-Realms'
4 Skull Moon's Omen- (Spell, Necromancy, Darkess & Fate, 850,000 MP, 90,000,000 Gold) 50% inflicts Instant Death: Doomed on all opponents, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement'
Soothing Earths of Phalerin- (Spell, Divine Magic, Light & Earth, 395 MP, 290,000 Gold) +108 Magical Attack, Heals, 1 hit against 4
Starry Rain of Phalerin- (Spell, Divine Magic, Air & Light, 390 MP, 270,000 Gold) +180 Magical Attack, 1 hit against 17
Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater
Summon- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
Summon Draconite Gunman- (Spell, Summoning, Electrical & Magic, 47 MP, 27,000 Gold) Summons 1 Draconite Gunman, a max of 8 can be summoned at once
Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 800,000 MP, 80,000,000 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned
3 Summon Fire Demon- (Spell, Demon Magic, Fire, 65,000 MP, 1,140,000 Gold) Summons 1 Fire Demon from the enemy list, Max 10 summoned, This spell’s summons have an 80% chance of being uncontrolled
Summon Skeletal Soldiers- (Spell, Necromancy, Darkness, 200 MP, 20,000 Gold) Summons (Magic Attack/100 rounded up) Skeletal Soldier, Max 500 Summoned
Summon Skeleton- (Spell, Necromancy, Darkness, 10 MP, 7,000 Gold) Summons a Skeleton (2), Max 300 Summoned
Summon Undead Osprey- (Spell, Necromancy, Darkness, 15 MP, 14,000 Gold) Summons an Undead Osprey, Max 20 Summoned
12 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
Supreme Court Order: Halt Zonal Redevelopment- (Spell, Other: Litigamancy, Earth & Law, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, with this effect being a non-stacking buff on caster, Caster must be Level 40 or greater
*Talsyrr's Lightning-Fast Wand Counter- (Spell, Combat Arts, Electrical, 10,000 MP, 2,300,000 Gold) +2,400 Magical Attack, May be used as a pre-emptive counter against any action by an individual with less SPI than (15 x Caster’s AGI) if said individual is performing any action involving a spell or is using an ability that consumes at least 5% of their Max MP, provided that said individual is at least 5 levels below caster, Said countered action has a 50% chance of being cancelled unless this attack’s target is over level 40, May not be used if caster is Charmed or an opponent of caster wields The Greatblade Soridandridak, 50% does nothing if an opponent wields a Blessed Orchid, This spell's caster must have a Wand equipped to cast this Spell
5 Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
The Earth Wall of Maghkar'Heeb- (Spell, Elemental Magic, Earth, 8,500 MP, 960,000 Gold) This spell requires either 5 actions from 3 different casters, one of whom must have this spell equipped and must perform the first action, totaling 15 actions, or one action from a caster who is at least Level 42, Call Unto Earth must have been cast 5 times for this spell to be cast, The casting of this spell creates a non-stacking effect that may not be dis-buffed by individuals below Level 80 which sits in a buff slot on any one of its casters who is willing to take it, This effect re-arranges the rows of its initiating caster's side of battle, creating a Wall Row, a Forward Center Row, a Forward Left Row, a Forward Right Row, and a Guarded Row; Individuals may move between these rows as normal, with effects counting the Wall Row, Forward Center Row, Forward Left Row, and Forward Right Row as Front Rows and the Guarded Row as a Back Row except where otherwise noted, Individuals may not move into or be in the Wall Row and are moved to the Forward Center Row if they somehow end up in the Wall Row, the Wall Row contains an object named Maghkar Heeb's Earth Wall, which has 1,490,000 HP, 80,000 Defense, 98% Earth Resistance, 50% Physical Resistance, and 30% Magic Resistance, Maghkar Heeb's Earth Wall's presence counts as 8 castings of Call Unto Earth for purposes of checking how many times Call Unto Earth has been cast, Individuals in the Guarded Row use the Forward Center Row for purposes of determining how many individuals are in the Front Row, The Forward Center Row, Forward Left Row, and Forward Right Row use the Guarded Row for determining how many individuals are in the Back Row, The Wall Row uses the Forward Center Row for determining how many individuals are in the back row, Individuals in the Forward Left Row and Forward Right Row gain +3% Resilience and +300 Defense, Individuals in the Forward Center Row gain +5% Resilience and +500 Defense, Individuals in the Guarded Row gain +8% Resilience and +800 Defense, Individuals in the Forward Left Row and Forward Right Row gain +300 Ranged Attack and +400 Magical Attack for purposes of Earth element Elemental Magic spells, Individuals in the Guarded Row gain +800 Magical Attack for purposes of Earth element Elemental Magic spells and count as being 2 Levels higher for purposes of summoning and controlling Earth element Elementals who are Elemental Magic summons as an effect that does not stack with any other effect for purposes of raising Levels for purposes of equipping, summoning, or controlling individuals, Individuals in the Forward Center Row, Forward Left Row, and Forward Right Row gain 15% Fire Resistance so long as at least one caster of this spell had at least one Fire element Elemental Magic spell equipped at the time of its casting, Should Maghkar Heeb's Earth Wall be destroyed, defeated, or removed from battle, all other effects save the re-casting prohibition of this spell are cancelled and the buff containing it dissipates, Once this spell is cast, it (as well as copies of it) may not be cast again for the remainder of the thread unless an individual of at least Level 80 chooses to cast Dirrywaj's Reconstruction with the special purpose of making this spell re-castable (which replaces said spell's normal effect)
31 Thousand-Year Winter- (Spell, Elemental Magic, Ice, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Ice that provides +7,500 to the stats of all Ice element individuals in it, provides -5,000 to the stats of all Energy element targets in it, causes Energy element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Winter must have been cast 15 times to cast this spell
Thrallmaking Milk- (Spell, Alchemy, Life & Psychic, 900,000 MP, 85,000,000 Gold) +81,000 Magical Attack, Heals, +8,000 to all stats, 60% inflicts Charm, 10% inflicts Dominion, stacks 2 times, Caster must be Level 40 or greater
2 Totemic Healing- (Spell, Shaman Magic, Light & Magic, 8,000 MP, 1,750,000 Gold) +1,850 Magical Attack, Heals
8 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
Traffic Sign Danmaku- (Spell, Other: Danmaku, Physical & Technology, 6,000 MP, 6,000,000 Gold) +6,000 Ranged Attack, +6,000 Magical Attack, The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-Maestro Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
Transcendent Consumption of the False World- (Spell, Geomancy, Psychic & Void, 2,150,000 MP, 210,000,000 Gold) Caster destroys up to 2,000,000,000 Phantom Terrains created by sources below Level 90 that are not 5 or more Levels greater than caster, for each 5 such Phantom Terrains caster destroys, caster immediately gains an action that must be a 'Meditate' action, to a max of 20 such additional actions per round, Caster must be Level 60 or greater or must be Level 40 or greater and possess the ability 'Expert Void Synchronization'
Transcribe Text- (Spell, Artiface, Magic, 150 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome and gives said copy to a willing target, who may or may not choose to immediately equip it or replace a current piece of equipment with it, lasts 5 rounds, May be used to create more permanent copies of various texts in RP threads
Transmute Arms: Uncontrolled Apocalyptic War Claws- (Spell, Transmutation, Magic, 3,000,000 HP & MP, 360,000,000 Gold) Target gains +360,000 Melee Attack and +5% Critical for each unfilled Weapon slot (to a max of 4 such slots), the targets of target's attacks have a 15% chance of being randomized if target is below Level 18, target loses these bonuses if those slots become filled, overrides other Transmute Arms spells, does not stack
True-Striking- (Spell, Enchantment, Magic, 70 MP, 90,000 Gold) Gives target weapon the permanent Enchantment True-Striking, costs 1,700 XP, and 15,000 Gold
Twin Strike- (Spell, Unarmed Technique, Physical, 80 MP, 100,000 Gold) +0 Melee Attack, 2 hits against 1, User may not have any Weapons equipped
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Variable Fading Call: Desert Scorpion- (Spell, Summoner Magic, Earth, 5,000 MP, 500,000 Gold) Replicates the effect of any ability performable by a 'Desert Scorpion' from the Enemy List
Variable Fading Call: Skeleton- (Spell, Summoner Magic, Darkness, 100 MP, 10,000 Gold) Replicates the effect of any ability performable by a 'Skeleton' from the Enemy List
*Variable Fading Call: Thalvados- (Spell, Summoner Magic, Technology, 10,000 MP, 750,000 Gold) Performs an action as though the Level 5 version of Thalvados from the Boss List were performing said action, This Thalvados *cannot* charge up actions (meaning his bottom 3 abilities don't do anything if chosen, but can still be chosen by confused individuals, barring odd circumstances)
2 Violet Lightning- (Spell, Dark Magic, Darkness, 120 MP, 60,000 Gold) +60 Magical Attack
Violet Rays- (Spell, Dark Magic, Darkness, 80 MP, 40,000 Gold) +38 Magical Attack, 1% inflicts 3 hits against 1
Water of Truth- (Spell, Alchemy, Water & Truth, 60,000 MP, 60,000,000 Gold) Caster may scan a target's stats, destroy an Illusion Magic spell worth under 60,000,000 Gold, remove an Illusion Magic or Illusion element buff or debuff from a target that comes from a source below Level 60, destroy a Zone of Illusion created by a source below Level 60, or announce the text of a chosen item that is not worth X Gold or over 400,000,000 Gold
2 Water Orb- (Spell, Wizard Spell, Water, 1 MP, 500 Gold) +5 Magic Attack
Werewolf's Claws- (Spell, Dark Magic, Darkness, 740 MP, 85,000 Gold) Target receives +145 Melee Attack when unarmed, Does not stack
Wonder of the Ages: Construct Alabaster Colossus- (Spell, Golomancy, Light, 130,000 MP, 130,000,000 Gold) Summons 1 Alabaster Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Divine Magic Attunement' or the ability 'Adept Golomancy Attunement'
Worldwide Harvest- (Spell, Divine Magic, Earth & Life, 3,200,000 MP, 160,000,000 Gold) +160,000 Magical Attack, Heals HP, deals 1/2 Damage, 1 hit against 5,000,000,000 willing targets, May be cast once every 1,000 rounds, Caster must be Level 40 or greater
Zombie Apocalypse- (Spell, Necromancy, Darkness, 1,000,000 MP, 80,000,000 Gold) Creates a Persistent Enchantment called The Zombie Apocalypse; said Persistent Enchantment's removal condition is the spending of killing of 500,000,000 individuals named 'Zombie', or the spending of 100 actions by individuals are above Level 80, or the spending of 1 action by an individual over Level 100; Whenever a Human or Animal below Level 40 dies in this thread, a Zombie from the Enemy List is summoned on caster's side of battle, Said summons may be carried in the summon slots of any individual on said side of battle, though they remain caster's summons, Said summons gain +(500 * the Level of the individual who died to trigger their summoning) to all stats and +(25,000 * the Level of the individual who died to trigger their summoning) HP and are the Level of the individual who died to trigger their summoning, with said Level being a max of 40 on all aforementioned counts, Possessor may summon 50 Zombie from the Enemy List at the start of each round, with each said summoning gaining +(500 * the Level of caster) to all stats and +(25,000 * the Level of caster) HP and are the Level of said caster, with said Level being a max of 40 on all aforementioned counts, Max 500,000,000 summoned; This spell takes 200 consecutive actions to cast, any individual above Level 80 may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked separately
Casting Count: 0

Hiebarric Summon List-
Skeleton
Skeleton Archer
Skeleton Swordsman
Zombie
Flying Head
Bone Thing
Bone Champion
Ghoul
Poison Zombie
Ghast
Blazing Skull
Undead Shadow
Lost Priest
Bone Scribe
Flesh Brute
Large Skeleton
Wraith
Dread Bladesman
Flesh Mound
Vampire Spawn
Totem of Death
Spectre
Ghost
Mummy
Spectral Legionairre
Jiang Shi
Bone Golem
Banshee
Vampire
Bane Knight
Lich
Reaver
Pharoah
Vampire Count

Pets-
Basic Golem (Summoned)
Level 1
Golem, Earth
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Golem Traits
Prime Attribute- Strength
Constant Effects-
Hard Body- Possessor gains +#% Resilience and +# Defense, Constant Effect
Abilities-
Fist- # Damage, Earth, 0 MP
Hard Punch- # Damage, Physical, 0 MP
Bolster- Caster gains +# Defense, stacks 5 times, Earth, # MP

Beauteous Clam- (Pet, Aquatic, Light, Lv. 2, 75,000 Gold)
Aquatic, Light
HP- 1,800
MP- 2,090
STR- 60
AGI- 5
CON- 180
MIN- 14
SPI- 12
XP- 0
Xp Needed- 1,000
Minimum Level- 2
Defense- 180, +500 Against Light
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Radiant Bolt- 180 Damage, Light, 0 MP
Snap- 200 Damage, The Prime Attribute for this attack is Strength, Physical, 2 MP
Dazzle- 30 Damage if user desires damage to be inflicted, 5% Inflicts Charm, 3% Inflicts Confusion if it does not inflict Charm, Light, 140 MP

!Cityback Fossil-Gargantua
Level 76 Elite
Undead, Time
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Absorbs Earth, Absorbs Time, Reflects Fate, Reflects Spatial, Water Immunity, Fire Immunity, Destruction Immunity, 80% Physical Resistance, 20% Base Element Resistance, Poison Immunity, Paralyzed Immunity, Pain Immunity, Confusion Immunity, Diseased Immunity, Impaired Immunity, Hexed Immunity, Drowning Immunity, Frozen Immunity, Burning Immunity, Entombed Immunity, Awestruck Immunity, Voidstruck Immunity, Wounded Immunity, Petrified Immunity, Cursed Immunity, Instant Death Immunity, 304% Minor Status Effect Resistance, 152% Moderate Status Effect Resistance, 76% Major Status Effect Resistance
Prime Attribute- Strength + Constitution
Constant Effects-
Ossified Invulnerability- Possessor may choose to additionally possess the subtype Golem, Possessor gains +# HP, Possessor gains +# Defense, Possessor gains +#% Resilience, Possessor cannot be Criticalled by sources below Level 80, Possessor suffers no negative effects from the status effect Petrified or its sub-status effect, Possessor takes half Damage from sources below Level 80, Constant Effect
Bearer of the Dead City- At the start of each round, possessor may summon up to 200 Undead below Level 80 that are normally fightable for drops on the enemy list, These summons, at the time of their summoning, acquire a non-stacking buff that provides +# Defense and Petrification Immunity, These summons may be summoned into either the battlespace possessor is in or into possessor's passenger capacity (assuming room for them exists there), Constant Effect
Endless Fossil Walls from Ground and Sky- Possessor and possessor's allies gain +# Defense and gain a 75% chance of ignoring attacks from sources below Level 80, Constant Effect
Gargantuan- Possessor gains +# HP, +# STR, +# CON, +# Defense, and may count as up to 2,000,000 entities for row-order purposes, Constant Effect
Passenger Capacity (40,000,000)- 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
Menace (Level 50-99)- 25% Cured of any negative effect from a source below level 100 at the start of each action with a separate roll for each effect, Cured of any negative effect from a source below level 50 at the start of each action, Minor Status Effect Immunity, (Level x 2)% Moderate Status Effect Resistance, (Level / 2)% Major Status Effect Resistance, 75% Possessor gains an extra action this round, 50% Possessor gains a different extra action this round, Debuffs and buffs with possessor as a source cannot be removed by individuals below Level 50, Constant Effect
Abilities-
Gigas Stomp- # Damage, 300% inflicts Fatigued: Stun, 1 hit against 4,000,000, Physical or Earth, 0 MP
Devour Light- # Damage, Deals MP Drain, Additionally deals HP Drain to Light-element Targets, All Light element buffs on targets from sources below Level 99 are removed, All Light element gear equipped by targets that is worth under 200,000,000 Gold that is non-unique may be destroyed, Caster may destroy up to 4,000,000 Zones of Light, 1 hit against 4,000,000, Darkness or Hunger, 0 MP
Devour Life- # Damage, Deals HP Drain, 1 hit against 4,000,000, Darkness or Blood or Life, 0 MP
Trample- # Damage, 250% inflicts Fatigued: Stun, Deals full Damage to the back row, 1 hit against 400,000,000, Physical or Earth, 0 MP
40,000,000 Year Roar- # Damage, 400% inflicts Fatigued: Elderly, 100% inflicts Instant Death on entities who were afflicted with Fatigued: Elderly at the start of this action, 1 hit against 400,000,000, Sonic & Time, # MP
Reality Flip- Caster may choose to have a 30% chance of inflicting Vanished on up to 100,000,000 opponents, caster may then choose to create a battlespace so long as no entity of Level 80 or greater in any battlespace objects, caster may then choose to enter another existing battlespace so long as no entity of Level 96 or greater in caster's battlespace or the battlespace caster would enter object, Spatial or Spatial & Earth, # MP
Invulnerability Ward- Target gains +# Defense, gains +#% Resilience, gains Physical Immunity to sources below Level 80, gains Magic Immunity to sources below Level 80, cannot be criticalled by sources below Level 80, and is Immune to sources below Level 60, does not stack, Warding, # MP
Dark and Hollow Wind- # Damage, # CON Damage, # MIN Damage, # SPI Damage, 1,000% inflicts Hexed, 300% inflicts Suffocation, 300% inflicts Voidstruck, 100% inflicts Instant Death, 100% inflicts Cursed, 1 hit against 50,000,000, Darkness & Air & Sonic & Void, # MP
Giga Gravity Crunch- # Damage, Targets acquire a non-stacking debuff that halves its possessor's turn-order-determining stat sum for turn-order-determining purposes, to a minimum of 1, Targets are moved to the row of caster's choice in the row-order-formation of caster's choice, 400% inflicts Antimatter: Gravity Lock, 400% inflicts Antimatter: Gravity Lock: Gravity Well, 1 hit against 80,000,000, Darkness & Technology, # MP
Ossify Buffs- Buffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring, their normal ending conditions occurring, or not being carried in buff slots between battles, Target gains 5 buff slots as a non-stacking buff, Earth & Time, # MP
Ossify Debuffs- Debuffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring or their normal ending conditions occurring, Target loses 5 buff slots as a non-stacking debuff, Earth & Time, # MP
Fossilize- 100% inflicts Petrified, 1 hit against 80,000,000, Earth or Darkness or Darkness & Earth, # MP
Drops-
# Gold
# XP
100% Square Mile of Domain of Fossils and Caged Stars on a Random Plane- (Item, Property, Earth & Time & Darkness & Life & Warding, 20,000,000 Gold)

Draconite Gunman (Summoned)
Level 1
Dragon, Technology
HP- 540
MP- 140
STR- 45
AGI- 42
CON- 41
MIN- 43
SPI- 46
XP- 0
XP Needed- 2,000
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 0%
Resistances and Immunities- 15% Fire Resistance
Prime Attribute- Two Highest Attributes
Constant Effects-
None
Abilities-
Claw Rip- 70 Damage, Physical, 0 MP
Electro Shot- 185 Damage, Electrical, 0 MP
Become Enraged- Attacks do double damage, Adds a maximum of 100,000 damage, does not stack, Affects Caster Only, Fire, 30 MP

Dragon of the Root- (Pet, Dragon, Earth & Life, Lv.65, 500,000,000 Gold)
HP- 15,000,000
MP- 15,000,000
STR- 80,000
AGI- 73,500
CON- 89,000
MIN- 71,450
SPI- 74,320
XP- 0
XP Needed- 76,920,000 (Standard Multiplier x6)
Minimum Level- 65
Defense- 80,000
Defense against Stat Damage- 3,000
Critical Chance- 85%
Resilience- 105%
To Hit- 182%
Dodge- 50%
Resistances and Immunities- Absorbs Earth, Absorbs Life, 200% Destruction Weakness, Entombed Immunity, 130% Minor Status Effect Resistance, 65% Moderate Status Effect Resistance, 10% Major Status Effect Resistance, Dragon Traits
Prime Attribute- Two Highest Stats
Constant Effects-
Of the Root- Possessor gains +35,000,000 HP, Possessor's controller's base stats increase by 1 as a non-stacking effect, Constant Effect
Massive- Possessor gains +20,000,000 HP, +30,000 STR, +30,000 CON, and may count as up to 40 individuals in its row for row-order-determining purposes, Constant Effect
Holy Powerfont- Possessor may be equipped in its minimum Level form by individuals of any Level, Constant Effect
Root of Life- Possessor's opponents of lower Level may not summon without possessor's permission, Constant Effect
Abilities-
Eyes of Overwhelming Life- 180,000 Damage, May Heal, 100% may inflict Awestruck: Lifeforce Overload, May provide a non-stacking buff that provides +35,000 CON and +1,500,000 HP, Life, 0 MP
Collapsing-Land Breath- 200,000 Damage, This action may destroy up to 200 terrains, zone, and phantom terrains from sources below Level 65 who are below caster's Level, Deals 40,000 additional Damage for each terrain, zone, or phantom terrain that it destroys, 1 hit against 20,000, Earth, 0 MP
Taste of the Root- 500,000 Damage, Heals, Cures up to 2 minor or moderate negative status effects or debuffs from sources below Level 70, Life or Earth or Life & Earth, 500,000 MP
Root of Health- Target regenerates 1,000,000 HP, Life, 500,000 MP
Root of Magic- Target regenerates 1,000,000 MP, Magic, 500,000 MP

Drakeling- (Pet, Dragon, Fire, Lv.1, 6,800 Gold)
HP- 560
MP- 120
STR- 15
AGI- 18
CON- 20
MIN- 31
SPI- 18
XP- 0
XP Needed- 2,000
Minimum Level- 1
Defense- 26
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Two Highest Stats
Constant Effects-
None
Abilities-
Bite- 15 Damage, Earth, 0 MP
Flame Breath- 40 Damage, Prime Attribute is Spirit for this attack, 1 Hit Against 3, Fire, 5 MP

9 Gaagiilos- (Pet, Bird, Darkness, Lv.2, 6,000 Gold)
HP- 500
MP- 210
STR- 21
AGI- 31
CON- 18
MIN- 47
SPI- 31
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 20, +65 Against Darkness
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Staff of the Moon of Death- 120 Damage, Darkness, 0 MP
Bone Rip- 90 Damage, Physical & Darkness, 0 MP
Scrape- 30 Damage, Physical, 0 MP
Dark Meditation- +50 MP, Magic & Psychic, 0 MP
Blackened Symphony- 150 Damage, 3 hits against 5, Darkness, 90 MP
Summon Skeleton- Summons 1 Skeleton under Gaagiilos's control that dies if Gaagiilos does, caps at 50 summoned skeletons across all gaagiilos, Darkness, 20 MP

Gunman- (Pet, Human, Technology, Lv.1, 500 Gold)
HP- 120
MP- 40
STR- 14
AGI- 17
CON- 16
MIN- 15
SPI- 15
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 5
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Shoot- 15 Damage, Technology, 1 MP

Jyushin-Myengi (Summoned)
Level 23
Undead, Darkness
HP- 164,000
MP- 138,540
STR- 5,489
AGI- 5,366
CON- 5,100
MIN- 5,499
SPI- 5,700
XP- 0
Xp Needed- 500,000
Minimum Level- 23
Defense- 2,650, +2,900 Against Light, +2,900 Against Darkness, +2,000 against Psychic
Defense against Stat Damage- 650
Critical Chance- 20%
Resilience- 21%
To Hit- 118%
Dodge- 22%
Resistances and Immunities- 50% Light Resistance, 50% Darkness Resistance, 50% Psychic Resistance, 200% Fire Weakness, Immune to Pain, Poison, Diseased, and Fatigued
Prime Attribute- Spirit
Constant Effects-
Servant of Jyushin-Isuwari’Su’Mekai- Possessor’s level adjustement is increased by 2 for all negative purposes if its summoner is not a worshipper of Jyushin-Isuwari’Su’Mekai, Constant Effect
Avert Death- Possessor’s non-undead allies, upon death, may, should they and possessor both desire such, have a 30% chance to become the monster Zombie (equivalent to the ones on the enemy list), Constant Effect
Undead-Bolstering Aura- All allied Undead gain +1,200 to all stats, does not stack, Constant Effect
Abilities-
Silks of Death- 8,500 Damage, May inflict Drain on Humans, Humanoids, and Elementals, 30% inflicts Paralysis against Humans, Humanoids, and Elementals, Darkness, 0 MP
Strands of Dusk- 8,100 Damage, deals 1/5 damage, 1 hit against 30, Darkness, 2,100 MP
Vitalize Undead- 9,100 Damage, Heals, Cures any one minor status effect, Only affects Undead, Darkness, 1,200 MP
Allure- 30% inflicts Charm, 1 hit against 2, Darkness, 1,400 MP
Terrify- 823 MIN Damage, 55% inflicts Confusion: Fear, automatically inflicts Confusion: Fear on targets under level 10, Darkness, 12,100 MP

Fallen Crusader (Summoned)
Level 19
Undead, Light
HP- 200,000
MP- 180,000
STR- 3,450
AGI- 2,400
CON- 3,300
MIN- 2,400
SPI- 3,450
XP- 0
Xp Needed- 140,000 (Standard Multiplier x2, Raised to x40 to bypass Level 20)
Minimum Level- 19
Defense- 4,000, +12,000 Against Light, +12,000 Against Darkness
Defense against Stat Damage- 210
Critical Chance- 24%
Resilience- 24%
To Hit- 124%
Dodge- 24%
Resistances and Immunities- 90% Light Resistance, 50% Darkness Resistance, 30% Physical Resistance, Immune to Pain, Hexed, Stat Drain, Poison, Diseased, and Fatigue, 10% Moderate Status Effect Resistance
Prime Attribute- Spirit or Strength
Constant Effects- Aura of Glory- Possessor has a 60% chance of inflicting Awestruck on individuals who target possessor with an offensive action at the end of each such action, Constant Effect
Abilities-
Blessed Armaments- 9,000 Damage, 40% may inflict Awestruck, Light, 0 MP
Defend- +6,000 Defense, Lasts 1 round, Stacks 10 times, Physical or Physical & Light, 0 MP
Purify- 45,000 Damage, Heals, Cures Poison, Cures Diseased, May optionally damage Demons, Devils, Abstracts, Darkspawn, or Undead without curing them of said status effects, Light, 1,114 MP
Crusade Warcry- +2,000 STR, +2,000 SPI, 1 hit against 50, lasts 30 rounds, does not stack, Air & Light & Fire, 30,000 MP
Lance of the Holy Seal- 12,000 Damage, 60% inflicts Awestruck: Sealed, Light or Light & Physical, 12,000 MP

Knower of Sound- (Pet, Bird, Air, Lv.10, 300,000 Gold)
HP- 79,000
MP- 60,000
STR- 580
AGI- 720
CON- 610
MIN- 688
SPI- 757
XP- 0
XP Needed- 1,000
Minimum Level- 10
Defense- 180, +9,000 Defense against Air
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility & Spirit
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Thousand Bells- 5,000 Damage, Air, 0 MP
Thousand Chimes- Heals 5,000 Damage, Air, 0 MP
Amplify Voices- The next Leadership spell controller casts is cast a second time at no MP cost by Knower of Sound, Air, 30,000 MP

Lesser Selerethic Sunthrone Golem (Summoned)
Level 19
Golem, Light
HP- 280,000
MP- 280,000
STR- 4,500
AGI- 3,500
CON- 3,750
MIN- 3,250
SPI- 3,250
XP- 0
XP Needed- 210,000 (Standard Multiplier x3)
Minimum Level- 1
Defense- 4,000
Defense against Stat Damage- 500
Critical Chance- 30%
Resilience- 30%
To Hit- 130%
Dodge- 30%
Resistances and Immunities- Absorbs Light, Awestruck Immunity, 50% Darkness Weakness, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength
Constant Effects-
Hard Body of Solid Light- Possessor gains +25% Resilience, +2,000 AGI, and +4,000 Defense, Constant Effect
Servant of the Lords of Suns- Possessor gains +6,000 Defense and +3,500 to all stats if one of possesser's allies possess the ability Sun Duke, Possessor gains +1,500 Defense and +1,200 to all stats if one of possessor's allies is a Solar Being, Constant Effect
Abilities-
Fist of Light- 11,000 Damage, Light, 0 MP
Fist of Fire- 11,000 Damage, Fire, 0 MP
Bolster- Caster gains +3,000 Defense, stacks 5 times, Light, 20,000 MP
Awestrike- Inflicts Awestruck, Light, 1,000 MP

Lion- (Pet, Animal, Air, Lv.1, 14,000 Gold)
HP- 426
MP- 90
STR- 45
AGI- 30
CON- 25
MIN- 14
SPI- 19
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 12
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- Confusion: Fear Immunity
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Claw- 68 Damage, Earth, 0 MP
Roar- 15% inflicts Confusion: Fear on targets of lower level, Air & Physical, 15 MP
Lion's Pride- +50 SPI, affects caster only, stacks 3 times, Fire & Light, 60 MP

10 Minion- (Pet, Human, Darkness, Lv.1, 500 Gold)
HP- 100
MP- 10
STR- 10
AGI- 10
CON- 10
MIN- 10
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 3
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength + Mind
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Assist- +1 Defense to controller, Physical, 0 MP

Mini-Taur- (Pet, Monster, Earth, Lv.1, 80,000 Gold)
HP- 200
MP- 100
STR- 18
AGI- 23
CON- 21
MIN- 14
SPI- 11
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 20
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Hammer Smash- 15 Damage, Physical, 0 MP
Block- +15 Defense for next turn, Physical, 0 MP
War Call- Hammer Smash does +15 Damage, Block gives +15 Defense, Air & Physical, 20 MP

Minor Bone Construct (Summoned)
Level 1
Undead, Darkness
HP- 70
MP- 40
STR- 9
AGI- 16
CON- 6
MIN- 3
SPI- 8
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 9, +15 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- NImmune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Claw!- 50 Damage, Darkness, 0 MP

Skeletal Soldier (Summoned)
Level 1
Undead, Darkness
HP- 120
MP- 100
STR- 17
AGI- 15
CON- 16
MIN- 3
SPI- 5
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 30, +20 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Skeletal Blade- 30 Damage, Darkness, 0 MP
Block- +15 Defense, Lasts 1 turn, Physical 0 MP

Skeleton (2) (Summoned)
Level 1
Undead, Darkness
HP- 100
MP- 100
STR- 15
AGI- 14
CON- 12
MIN- 3
SPI- 6
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 20, +10 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Bony Claws- 20 Damage, Darkness, 0 MP

*Timorius of the Awoken Grave- (Pet, Undead, Hope & Earth, Lv.60, 360,000,000 Gold)
HP- 6,450,000
MP- 4,650,000
STR- 65,000
AGI- 45,000
CON- 45,000
MIN- 45,000
SPI- 45,000
XP- 0
XP Needed- 18,140,000 (Standard Multiplier x2)
Minimum Level- 1
Defense- 31,500
Defense against Stat Damage- 6,800
Critical Chance- 87%
Resilience- 84%
To Hit- 185%
Dodge- 81%
Resistances and Immunities- 90% Hope Resistance, 90% Earth Resistance, 90% Darkness Resistance, 70% Physical Resistance, 70% Psychic Resistance, 40% Water Resistance, 40% Fire Resistance, 20% War Resistance, 20% Glory Resistance, Pain Immunity, Poison Immunity, Diseased Immunity, Fatigue Immunity, Hexed Immunity, Voidstruck Immunity, Zealblasted Immunity, 120% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Knight of the Grave- Possessor gains +45,000 STR, +45,000 CON, +35,000 Defense, and may choose to count as possessing the subtype Human, Constant Effect
Enchanted Shield and Armor- Possessor obtains +35,000 Defense and +84% Resilience, Constant Effect
Stoic- Possessor may choose up to twelve times per thread to not be afflicted with a minor negative status effect that possessor would otherwise be afflicted with, Possessor may choose up to six times per thread to not be afflicted with a moderate negative status effect that possessor would otherwise be afflicted with, Constant Effect
Reflect Necromancy- Possessor may choose to have a 50% chance of reflecting actions that involve the casting of a Necromancy spell that come from a source below Level 80, Constant Effect
Supreme Protection- Possessor is Immune to individuals below Level 20, possessor obtains +45,000 CON, possessor obtains +35,000 Defense, and possessor may choose up to one time per thread to not be afflicted with a major negative status effect that possessor would otherwise be afflicted with, Constant Effect
Abilities-
Blade of Timorius- 31,000 Damage, Demons have their Resilience reduced by 84% for purposes of this action, This action gains +84% Critical against Demons, Hope & Darkness or Hope & Earth, 0 MP
Graveshield- +70,000 Defense, target ignores the next 1,000,000 HP worth of HP Damage that would be dealt to it, does not stack, Earth or Earth & Darkness, 51 MP
Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, Darkness, 25 MP
Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, Hope & Darkness, 2,500 MP
Arx Tellurus- 64,100 Damage, 200% inflicts Zealblasted, 200% may inflict Voidstruck, 2 hits against 3, Hope & Darkness, 5,600 MP
Banishing Strike- 27,500 Damage, 80% unsummons Demons below Level 81, Hope or Darkness & Hope or Hope & Spatial, 17,700 MP
Mass Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, 1 hit against 2,000,000, Darkness, 60,000 MP
Mass Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, 1 hit against 2,000,000, Hope & Darkness, 120,000 MP
Shadow's Comfort- Target does not take damage from effects attached to Zones that come from sources below Level 80, Effects attached to Zones, Terrain, or Phantom Terrain that come from sources below Level 80 cannot place debuffs on target or inflict minor or moderate negative status effects on target, Darkness, does not stack, 80,000 MP
Graveshield Blast- (100,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)) Flat Earth & Darkness element Damage, 1 hit against (1,000,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)), Darkness & Earth, 100,000 MP
Legion of the Fallen- 140,000 Damage, this action may not be countered by individuals below Level 80, Caster may replicate the effect of up to 100 offensive actions performable by entities on the enemy list that are below Level 40, are below caster's Level, are Undead, and are normally fightable for drops, doing so as though said monster is performing said ability, provided that all such actions only target opponents of caster and/or their replicated sources, 1 hit against 50,000,000, Darkness & Hope, 550,000 MP
Second Chance- Resurrects target, to a max of once per target per thread, provided target was not killed by a source of Level 80 or greater, Hope, 400,000 MP
Tiar Tellurus- 95,000 Damage, 200% inflicts Zealblasted, Instances of Zealblasted inflicted by this action possess no natural per-round recovery rate, the first time an individual is cured of an instance of Zealblasted inflicted by this specific action (but not other actions using this same ability, even if performed by the same source) by an ally or the first such time such an instance of Zealblasted is replaced by a different instance of Zealblasted by such an allied source, all allies of said status effect's possessor (including said status effect's possessor) are dealt 100,000 Flat Hope & Darkness element Damage (with any one entity taking a max of 100,000,000 Damage in a round from all instances of this effect), 1 hit against 2,000,000, Hope & Darkness, 100,000 MP
Seven Blades- Caster obtains a buff that allows caster, whenever a lower Level ally of caster is attacked by an opponent, up to 7 times per instance of said buff, to deal 300,000 Flat Physical element Damage to said attacker, with said Damage being dealt before said attack to targets that are below Level 60 and after said attack to all other such targets, does not stack, Physical & Magic, 700,000 MP

Undead Osprey (Summoned)
Level 1
Undead, Darkness
HP- 120
MP- 130
STR- 42
AGI- 31
CON- 16
MIN- 14
SPI- 12
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 40, +50 Against Air
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 12% Darkness Resistance, Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Strength
Constant Effects-
None
Defense-
Abilities-
Bony Beak- 40 Damage, Darkness, 0 MP

2 Undying Scribe of the Mage Prince- (Pet, Undead, Darkness, Lv.3, 167,000 Gold)
HP- 6,500
MP- 7,900
STR- 21
AGI- 45
CON- 22
MIN- 197
SPI- 140
XP- 10,500
XP Needed- 2,500
Minimum Level- 3
Defense- 40, +900 against Darkness, +3 against Water
Defense against Stat Damage- 2
Critical Chance- 3%
Resilience- 1%
To Hit- 103%
Dodge- 1%
Resistances and Immunities- 40% Darkness Resistance, 40% Light Weakness, Immune to Pain, Poison, Diseased, Fatigue
Prime Attribute- Mind or Spirit
Constant Effects-
Scribe of Dark Spells- Controller gains two Spell slots that, along with the spells in them, cannot be utilized while possessor is not alive and in battle, Constant Effect
Abilities-
Black Text- 1,000 Damage, Darkness, 0 MP
Inscribe Necromantic Magic- This ability may only be used as a counter to possessor's controller casting a Necromancy spell on a single allied target with a duration of over 5 rounds, said spell's duration on said target is increased by 1 round, Darkness, 500 MP
Indexed Abilities-
Minor Gale- 1,000 Damage, Air, 100 MP
Minor Flame- 1,000 Damage, Fire, 100 MP
Minor Bubble- 1,000 Damage, Water, 100 MP
Minor Warp- 1,000 Damage, Darkness, 100 MP
Minor Freeze- 1,000 Damage, Ice, 100 MP
Minor Bolt- 1,000 Damage, Electrical, 100 MP
Minor Corrosion- 1,000 Damage, Acid, 100 MP
Minor Orb- 1,000 Damage, Magic, 100 MP
Minor Quake- 500 Damage, 1 hit against 20, Earth, 600 MP
Minor Tornado- 500 Damage, 1 hit against 20, Air, 600 MP
Minor Blaze- 500 Damage, 1 hit against 20, Fire, 600 MP
Minor Flood- 500 Damage, 1 hit against 20, Water, 600 MP
Minor Void- 500 Damage, 1 hit against 20, Darkness, 600 MP
Minor Blizzard- 500 Damage, 1 hit against 20, Ice, 600 MP
Minor Blitz- 500 Damage, 1 hit against 20, Electrical, 600 MP
Minor Dissolving- 500 Damage, 1 hit against 20, Acid, 600 MP
Minor Destruction- 500 Damage, 1 hit against 20, Magic, 600 MP
Minor Curing- Heals 500 Damage, Light, 100 MP
Minor Restoration- Heals 500 Damage, 1 hit against 20, Light, 600 MP

Zombified Beast of Burden (Summoned)
Level 5
Undead, Darkness
HP- 10,000
MP- 5,000
STR- 290
AGI- 180
CON- 400
MIN- 140
SPI- 140
XP- 0
XP Needed- 100,000
Minimum Level- 5
Defense- 500
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience-9%
To Hit- 104%
Dodge- 3%
Resistances and Immunities- 80% Darkness Resistance, 40% Acid Resistance, 40% Physical Resistance, 20% Earth Resistance, 120% Light Weakness, 20% Psychic Weakness, Immune to Pain, Immune to Poison, Immune to Diseased
Prime Attribute- Strength or Constitution
Constant Effects-
Pack Animal- Possessor may carry 10 items and spend its action and a willing target’s next action to swap one of them with an item carried by said target, Constant Effect
Shoulder Burdens- Possessor’s controller gains 15% Fatigue Resistance, Constant Effect
Abilities-
Flesh-Ripping Maw- 1300 Damage, 5% inflicts HP Drain, Darkness or Physical or Darkness & Physical, 0 MP
Slam- 1400 Damage, 15% inflicts Fatigued: Stun, Physical or Darkness & Physical, 200 MP
Loom- 60 MIN Damage, 15% inflicts Confusion: Fear, does not affect targets above Level 10, Darkness, 300 MP
Necromantic Self-Bolstering- +70 STR, +50 CON, Affects caster only, stacks 5 times, Darkness, 300 MP
Take On Status Effect- Transfers a minor status effect from caster’s controller to caster provided that caster’s controller is willing to do so, Physical, 1,000 MP


Transformations-

36 Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +4,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP

Gun Helicopter- (Transformation, Vessel, Technology, 270,000 Gold)
Level 2
HP- 5,400
MP- 1,900
STR- 61
AGI- 110
CON- 61
MIN- 25
SPI- 42
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 90
Defense against Stat Damage- 0
Critical Chance- 4%
Resilience- 1%
To Hit- 103%
Dodge- 4%
Resistances and Immunities- 80% Earth Resistance, 50% Technology Weakness, 50% Magic Weakness, 50% Psychic Weakness, 40% Air Weakness
Prime Attribute- Agility
Constant Effects-
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Copter Guns- 500 Damage, may choose to perform 2 hits divided among 2 for 1/2 damage, Technology, 0 MP
Open Fire!- 460 Damage, this attack gets -50% to Hit, 1 hit against 50, deals 1/30 damage, Technology, 200 MP
Pursue- Possessor gains +25% to Hit against one target, can only affect one target at once, does not stack, Air, 90 MP

Phantasmal Voidship- (Transformation, Vessel, Aether, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 26,000
CON- 24,000
MIN- 18,000
SPI- 28,000
XP- 0
XP Needed- 125,000,000 (Standard Multiplier x2)
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 5,000
Critical Chance- 70%
Resilience- 200%
To Hit- 180%
Dodge- 12%
Resistances and Immunities- 80% Aether Resistance, 80% Air Resistance, 80% Darkness Resistance, 80% Void Resistance, 80% Astral Resistance, 80% Earth Resistance, 80% Ice Resistance, 150% Psychic Weakness, Entombed Immunity, Drowning Immunity, Voidstruck Immunity, Suffocation Immunity, Impaired Immunity, Confusion Immunity, Pain Immunity, Poison Immunity, Diseased Immunity, Charm Immunity, Fatigued Immunity, 90% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Ghostly Starship- Possessor gains the subtypes Machine, Undead, and Astral Being, Constant Effect
Ethereal- Possessor gains +35% Dodge, Constant Effect
Empty Presence- Possessor's stats cannot be scanned by lower-Level individuals below Levle 60, Possessor gains +2,500 Defense against Stat Damage, Individuals below Level 60 cannot deal Stat Damage to possessor, Constant Effect
Signal Interference- Whenever an individual in the same battlespace as possessor that is not an Undead that possesses the Constant Effect or Ability 'Incorporeal' that is below Level 50 places a buff or debuff on an individual, there is a 50% chance that it is replaced with a randomly-generated buff or debuff that provides +2,000 or -2,000 to a random set of up to three sets (with the number of stats being chosen randomly), with all said buffs/debuffs stacking a max of 5 times per entity, Constant Effect
Phantom Shields- At the start of each round, possessor obtains a non-stacking buff that provides +30% Dodge that also has a 50% chance of providing +22,000 Defense that lasts until the end of the round, Constant Effect
Eerie- Possessor's stats stop counting as being scanned by individuals below Level 60 at the start of each round, Constant Effect
Passenger Capacity (4,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Graylight Cannons- 40,000 Damage, 100% may inflict Hexed, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, or Stat Drain: SPI Drain, Darkness & Technology or Darkness & Light or Void & Energy, 500 MP
Broadcast Howl- Targets cannot scan stats and count as having scanned no stats, 1 hit against 200,000, Darkness & Psychic & Technology, 20,000 MP
Phantom Ray- 30,000 Damage, 4,500 Stat Damage to all stats, 150% inflicts Stat Drain, 100% inflicts Hexed, Darkness & Technology, 30,000 MP
Sink Into Darkspace- Caster gains +40% Dodge, with said buff only functioning while its possessor is in a Zone of Darkness, lasts 5 rounds, does not stack, Darkness & Astral & Aether, 40,000 MP
Aim- Caster gains +40% To Hit, Caster’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from base element actions or sources provided said sources are below Level 50, affects caster only, does not stack, Air & Aether, 40,000 MP
Hyperdrive- Caster exits its current battlespace and enters another battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, Technology, 50,000 MP


Permanent Consumables-
Blood Cultist's Torc Blueprint- (Permanent Consumable, Blueprint, Blood, 4,000,000 Gold) Teachers user the Secret Formula- Blood Cultist's Torc
Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
5 Book of Gates- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks that can only be used for Wanderer abilities and the award ‘Has used X Book of Gates’, cannot be used if X would become greater than 5
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
Double-Steel Coating- (Permanent Consumable, Empowered Item, Physical & Earth & Technology, 650,000 Gold) Target Robot, Clockwork, or Machine pet or summon gains the ability ‘Double-Steel Coating’
Double-Steel Coating- Possessor gains +500 Defense, +15,000 HP, 5% Physical Resistance, 5% Technology Resistance, and 15% Wounded Resistance, This ability is acquired and does not persist through combos, Constant Effect
Draconic Lance Blueprint- (Permanent Consumable, Blueprint, Magic, 90,000,000 Gold) Teachers user the Secret Formula- Draconic Lance
Dust of the Ancient Graves- (Permanent Consumable, Empowered Item, Darkness & Earth & Time, 1 Charge, 200,000,000 Gold) Target willing Undead pet who is at least Level 20 gains the following Constant Effect:
Reconstituted from Ancient Dust- Once per battle, possessor may resurrect itself at the start of a round with full HP; this resurrection cannot be prevented by sources below Level 60 unless possessor was afflicted with Awestruck: Sealed at the time of death, Constant Effect

Empowered Holy Festival Cranberry Mousse- (Permanent Consumable, Empowered Item, Magic & Fire & Water, 1 Charge, 30,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Holy Festival Cranberry Mousse"", Cannot be used if # is already 10 or greater, Cannot be used more than once on any given individual within the span of a month
406 Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
Eternal Tomb-Spike- (Permanent Consumable, Minor Artifact, Devastation & Void & Null, 1 Charge, X Gold) User, if a willing PC of Level 60 or greater who is not being controlled by any entity, may choose to permanently retire and become unable to be unretired; if user does so, user's character slot is transformed into a Master Entomber Character Slot
Golden Ticket- (Permanent Consumable, Permit, Light, 1 Charge, 2,000,000 Gold) Grants the ability ‘Permitted to Battle Gold Brick Man’
58 Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
Knowledge Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Knowledge Increase Potion"", Cannot be used if # is already 5 or greater
15 Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award ‘Has used X Manual of A Thousand Arts’, cannot be used if X would become greater than 10
Maximal Mana Increase Elixer- (Permanent Consumable, Empowered Item, Magic & Water, 1 Charge, 200,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Maximal Mana Increase Elixer"", Cannot be used if # is already 2 or greater
Might Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Might Increase Potion"", Cannot be used if # is already 5 or greater
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
5 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater
Ominous, Discarded Gallery Invitation- (Permanent Consumable, Permit, Darkness, 1 Charge, 210,000 Gold) Grants the ability ‘Permitted to Portrait of Loneliness’
1 Speed Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Speed Increase Potion"", Cannot be used if # is already 5 or greater
5 Soul Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Soul Increase Potion"", Cannot be used if # is already 5 or greater
2 Stamina Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Stamina Increase Potion"", Cannot be used if # is already 5 or greater
1 Unbroken Core- (Permanent Consumable, Empowered Item, Technology & Warding, 1 Charge, 60,000,000 Gold) Target willing PC who is at least Level 20 gains the ability 'Warded Core Essence'

Artifacts-


Baumvaste Mobile Geofont (Level 59, 0 XP, # XP Required, Standard Multiplier x17 (Raised to x240 to bypass Level 60 cap))

Baumvaste Mobile Geofont- (Accessory Aspect- Baumvaste Mobile Geofont, Other: Mystic Infusion, Glory & Mystic & Warding & Wealth & Time & Energy & Phantom, X Gold) Wielder's summons do 25% more Damage, Wielder's summons gain +20,000 to all stats as a non-stacking bonus, Wielder's summons cannot be unsummoned by entities of Level equal to or lower than wielder, Wielder may not be prevented from summoning by entities of equal or lower Level, Wielder may not be prevented from creating Zones or attaching effects to Zones by entities of equal or lower Level, At the start of each round, wielder creates a Zone of Glory & Mystic & Warding & Wealth & Time & Energy & Phantom and places a non-stacking effect on it that gives wielder's summons +200,000 to all stats if they have no non-wielder PC allies, Possessor and possessor's summons always count as being on four additional Ley-Lines, even if they would otherwise not count as being on any, and cannot be prevented as counting as such by entities of Level equal to or lower than possessor

Baumvaste Impenetrable Palanquin- (Accessory Aspect- Baumvaste Mobile Geofont, Other: Container, Glory & Mystic & Warding, X Gold) If wielder enters a thread with this item and possesses at least one unique PC ally, wielder may choose to begin the thread in a semipresent state as a buff that cannot be removed by entities below Level 99, excluding through its natural removal condition; if wielder possesses this buff, wielder is on wielder's side of battle but cannot act, does not make decisions, is not assigned turns in turn-order, and does not occupy a space in any row, but may be targeted by allies in the main battlespace for purposes of applying buffs to it (but not for other effects attached to the application of those buffs); if battle would end in the buff's possessor's side's defeat by an entity that is not 20 or more Levels greater than possessor, possessor, as an effect that delays the end of battle, starts a new battle, where possessor is not semipresent despite the buff, with no non-possessor PC allies on possessor's side of battle and each opponent's side of battle in the state it was at the time of the effect's activation as an opposing side of battle, with, should this battle result in possessor winning, having possessor's side of battle win the battle that this battle was triggered by, with the buff being removed at this point, entering battle as a standard participant on its side for future battles that may follow the battle that initiated the substitute battle effect, with possessor's side of battle maintaining the state of loss should possessor lose the battle within the battle

Grand Luthstransburg: Old Capital-World of the Cosmos- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Wealth, X Gold) Possessor's summons may choose to count as unique and/or to count as coming from a spell with a Gold value of 'X' provided possessor has no other summon with the same name alive at the same time, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Phelgrengonnivorte: Thread-Woven World of Knotted Recursion- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Time, X Gold) Once per summon per thread, possessor may, at the start of a round, choose to revert one of possessor's summons' statuses, even if the summon is dead, to the status it possessed at an earlier point in the same thread, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Ghalkhannagrotto: Star-Spewing Dynamo-World- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Energy, X Gold) Possessor's summons regenerate 2,000,000 HP and 2,000,000 MP at the start of each turn, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus

Khelmenrothe: World of My Dead Children- (Accessory Aspect- Baumvaste Mobile Geofont, Ioun Stone, Glory & Mystic & Phantom, X Gold) At the start of each round, possessor may choose five of possessor's summons who are dead, even if they died in an earlier fight in the same thread, being unable to choose two on the same round that are the same entity from the Enemy List or Zoo Record, and replicates an action from each, as though the summon were alive and performing said action, utilizing the summon's stats from any point during the thread at which it was alive, with this effect being able to select summons of possessor's summons and future generations or their summon generation trees, Bonuses possessor grants to possessor's summons apply to summons that are dead or being replicated by possessor, Possessor's summons obtain a 5% increase to their stats as a non-stacking bonus



Black Chartist's Map (Level 79, 0 XP, # XP Required, Standard Multiplier x18 (Raised to x880 to bypass Level 80 cap))

*Black Chartist's Map- (Accessory Aspect- Black Chartist's Map, Tome, Darkness & Magic & Air, X Gold) +300,000 MIN, +3,000,000 MP, Wielder gains an additional pool of 30,000,000 MP that may only be spent on Necromancy and Geomancy spells, Wielder may perform actions that affect Zones, Terrains, and Phantom Terrains in other battlespaces, provided said actions are performed without directly targeting individuals who are not themselves Zones, Terrains, or Phantom Terrains who could not normally be targeted by those actions (with individuals whose presence merely counts as the presence of a Zone, Terrain, or Phantom Terrain not counting as a Zone, Terrain, or Phantom Terrain for this purpose merely by dint of said effect), Wielder may spend an action to scan the stats of all entities in a target battlespace, Wielder may spend an action to automatically succeed in scanning the stats of an Undead below Level 99, Wielder may spend an action to obtain the text of all Necromancy spells equipped by a target

*Black Chartist's Quill- (Weapon Aspect- Black Chartist's Map, Wand, Darkness & Magic, X Gold) +300,000 Magical Attack, +3,000,000 MP, Wielder's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Grand Spell' actions may gain 'Deals MP Damage instead of HP Damage', Wielder may spend an action to have a target of Level 79 or lower count as having no longer scanned the stats of any Undead whose stats it had previously scanned that wielder chooses, Wielder may cast Necromancy spells that are equipped by allies or on allies Inherent Spell Lists, Wielder's attacks may automatically hit Undead below Level 80, This item additionally possesses the subtype Quill

*Joyous Necrocartography- (Spell Aspect- Black Chartist's Map, Necromancy, Darkness & Air & Earth, 30,000,000 MP, X Gold) Creates a Persistent Enchantment called Joyous Necrocartography; said Persistent Enchantment's removal condition is the casting of two hundred different Channeling or Geomancy (with one total tracked across both spell types) spells by entities with Adept or greater tier in either Channeler or Geomancer, the spending of 100 actions by entities with Adept or greater tier in at least two different Spell-based classes who are above Level 80, or the spending of 1 action by an individual over Level 100; Caster may, at the time of this spell's casting, designate any number of groups of individuals present or categories of individuals designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), each of which has a category of individuals, in turn, designated with respect to its own category, designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), gaining a designated value of between 1% and 30% (whole numbers only, inclusive) Necromancy Resistance and/or Undead Resistance (each being able to be designated as a separate effect) against entities in this second designated group, additionally Caster may, at the time of this spell's casting, designate any number of groups of individuals present or categories of individuals designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), each of which has a category of individuals, in turn, designated with respect to its own category, designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), with entities in this first designated group within this overall clause beginning with 'Caster may' tracking, on a per-entity basis, the expenditure of MP for the purposes of casting Necromancy spells by each entity within this second designated group within this overall clause beginning with 'Caster may', with these entities in the first designated group within this overall clause beginning with 'Caster may', in aggregate across all entities in this first designated group within this overall clause beginning with 'Caster may', but individually with respect to the entities whose MP are being tracked by said group, spend MP from one of the MP pools (which could normally be used to spend MP to cast Necromancy spells) possessed by one (to a max of one per spell being cast by the entity in this first designated group within this overall clause beginning with 'Caster may') of these tracked entities (with multiple MP pools not allowing multiple different expenditures in this manner), to pay for part or all of the cost of a Necromancy spell being cast by the entity in this first designated group within this overall clause beginning with 'Caster may', with expenditures in this manner reducing the tally of MP spent that is spendable for this purpose (as counted by all such entities in this first designated group within this overall clause beginning with 'Caster may', even if said entities are not present at the time the tally is altered), with re-designations of this section causing existing tracking to be lost, additionally Caster may, at the time of this spell's casting, designate any number of groups of individuals present or categories of individuals designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), as being within or not within any number of Zones of Darkness, Zones of Magic, Necromancy Zones, and/or Necromancy Phantom Terrains (each being able to be designated as a separate qualifier), and/or may, beyond making these specific designations, additionally may designate, based on creator or controller's (but only one of the two - choosing either creator or controller) pre-designated properties designated out of any number of groups of individuals present or categories of individuals designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), select in a similar manner, whether each designated group out of the first set of designated groups within this overall clause beginning with 'Caster may', is within or not within, additionally Caster creates a floating pool of 300,000,000 MP attached to this effect, and, with respect to said pool, Caster may, at the time of this spell's casting, designate any number of groups of individuals present or categories of individuals designated by their possession of specific entity subtypes, status as being either Undead or not-Undead, status of being allied or not allied with caster or any other specific known designated individual, by their possession of a specific Tier in a specific class, and/or by their possession of greater than or less than a designated number of Channeling and/or Geomancy and/or Necromancy spells (each being able to be designated as a separate qualifier), as being within or not within any number of Zones of Darkness, Zones of Magic, Necromancy Zones, and/or Necromancy Phantom Terrains (each being able to be designated as a separate qualifier), with said designated individuals being able to expend MP from said pool to cast Necromancy spells, additionally Caster may, at the time of this spell's casting, designate any number of individuals and designate any combination of designations performable at the time of this spell's casting, including this designation, and allow those individuals to be able to spend an action to re-designate one or more of the designations they are designated as being able to re-designate, with caster, as an effect that cannot be re-designated, being able to spend an action to re-designate one or more of the designations they are designated as being able to re-designate; This spell takes (300 - (caster's total number of Necromancer abilities + caster's total number of Geomancer abilities + caster's total number of Channeler abilities), to a minimum of 1) consecutive actions to cast, any individual above Level 80 may spend an action to make this spell uncastable so long as this spell's owner is of lower Level than said individual and no individual of higher Level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values
Casting Count: 0



*Census of the Universe- (Artifact, Level 59, 0 XP, 1,747,200,000 XP Required) (Standard Multiplier x21, Raised to x210 to bypass Level 60 jump)

*The Universal Census Taker's Pen- (Weapon Aspect: Census of the Universe, Deadly Item, Universe, X Gold) +65,000 Melee Attack, +65,000 Magical Attack, Wielder may deal 2,000,000 additional Damage to a unique target up to once per round, Wielder gains +50,000 Defense against unique targets whose stats wielder has scanned as an uncapped bonus, Wielder's actions may scan the stats of their targets

*The Universal Census Pad- (Weapon Aspect: Census of the Universe, Other: Clipboard, Universe, X Gold) +65,000 Defense, Wielder gains the abilities 'Basic Divining Attunement', 'Apprentice Divining Attunement', 'Diviner', and 'Adept Divining Attunement', Wielder may treat entities that are below Level 60 or that are willing that possess a nonbase Tier 1 or Tier 2 entity subtype that possessor possesses the class-name ability for the subtype-relevant class for (should one exist) as though said subtype were a base subtype

*Census of the Universe- (Accessory Aspect: Census of the Universe, Magic Item, Universe, X Gold) Wielder gains the abilities:
Excellent Bartending- 191,200 Damage, Deals HP Healing, Cures all minor negative status effects, deals 1/2 Damage, 1 hit against 300, This action's Prime Attribute is Agility or Spirit, Water & Physical, 16,204,117 MP
Gravity Yank- All targets are shifted to the front row, 1 hit against 5, Earth & Magic, 1,000 MP
Wacky Roll- 1 Damage, Caster rolls on the 'Whacky Sword' table, Chaos, 5,427 MP
Soul-Manifested Blade-Strike Accompanied by Loud Shout Dedicating the Attack to an Arena Member- 46,000 Damage, this action uses a Prime Attribute of Strength or Spirit, this action counts as involving a Sword, This action's performer chooses a Unique BA Member PC who is currently not Retired and who is not currently present in the same thread as this action's performer; this action's performer counts as possessing an additional unique BA Member PC ally who possesses the same name as said individual during this action, Glory & Light & Darkness, 740,000 MP or 740,000 HP or 74,000 SPI
Boat Piledriver- 47,390 Damage, 95% inflicts Fatigued: Stun, 1 hit against 60, This action uses a Prime Attribute of Strength, This action counts as including a Deadly Item whose name includes 'Boat', Physical & Water, 730,000 MP
Armor of Bling- +16,000 Defense, Target counts as wearing an additional Wealth & Earth element Heavy Armor, does not stack, Wealth & Earth, 790,680 MP or 39,000,000 Gold
Elemental Rechannel- Caster obtains a non-stacking buff that makes it solely any one base element, Light, Wood, Metal, or Blood, Magic or Light or Wood or Metal or Blood, 1,000 MP
Wisdom Halo- Caster gains a non-stacking buff that provides +120,000 MIN, and that, whenever its possessor is targeted by an offensive action, allows its possessor, at the end of said action, to scan said action's performer's stats, and, if said stat-scanning is successful, to deal 44,000 Flat Knowledge element Mind Damage to said scanned individual, Knowledge, 26,228,710 MP
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Special Delivery!- 190,000 Damage, This action gains +152% To Hit, This action counts as involving a Polearm weapon, Caster removes a debuff from a source below Level 86 present on caster or one of caster's allies and replicates an instance of it onto target, Sonic & Commerce, 13,302,108 MP
Jigsaw World- All of caster's opponents below Level 79 are afflicted with Petrified, All of caster's opponents below Level 86 have an 80% chance of being afflicted with Petrified, These instances of Petrified may be cured by an individual whose MIN is greater than caster's CON spending five actions to cure an instance of it, These instances of Petrified add the prefix 'Jigsaw Puzzle of ' to their possessor's name and give their possessor the subtypes Antiquity and Golem, Chaos & Flux, 42,430,620 HP
Round-on-the-House Roundhouse Kick- 190,000 Damage, Caster replicates a Temporary instance of a Drink consumable worth under 400,000,000 Gold that is in stock in the shop and has a chance of inflicting Poison: Drunk and uses it on this action's target, Water & Physical, 14,200,301 MP
Soul Polishing- Caster gains +800,000 stat points, divided between caster's stats as caster desires, Caster becomes Immune to major negative status effects from sources below Level 81, Buffs on caster with caster as a source cannot be removed by sources below Level 80, Caster gains +160% Dodge against entities who do not possess the subtype Emissary, Endbringer, or Archon, Does not stack, Universe, 20,000,000 MP
Wind Up- Caster's next attack deals double Damage (to a max of 57,633,696,000 additional Damage) to target individual below Level 88, All of caster's opponents immediately gain 10 actions, to a max of 2,000 additional actions per entity per round, Stacks 200 times, Physical & Time, 0 MP


*The Silver Implements- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x13)

*The Silver Implements- (Accessoryx5 Aspect: The Silver Implements, Magic Item, Mystic & Spatial & Time & Blood & Warding & Life & Fate & Dopple & Illusion & Wealth & Aether & Knowledge & Color, X Gold) Wielder may equip any number of Aspects of this Aspect's artifact slotlessly, Wielder cannot equip other weapons or accessories

*The Silver Timepiece- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Whenever one of wielder's actions that involves the casting of a Ritual Magic spell would be interrupted by a counter that would cause the action to fail, the action to be cancelled, or wielder to die, wielder may choose to have a 50% chance of, assuming no entity of Level 80 or greater in any battlespace objects, resetting the round to the round's start, Once per battle, as an effect that cannot be reset or replicated, wielder may, assuming no entity of Level 80 or greater in any battlespace objects, reset battle to a designated earlier point, Once per battle, wielder may prevent battle from being reset to an earlier source by a source below Level 80, Wielder and wielder's allies gain Fatigued: Elderly Immunity, Wielder may spend an action to give a target Fatigued: Elderly Immunity and 30% Petrified: Time Stop Resistance

*The Silver Knife- (Weapon Aspect: The Silver Implements, Knife, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may deal HP Drain instead of HP Damage, Wielder deals MP Drain in addition to HP Drain

*The Silver Flask- (Accessory Aspect: The Silver Implements, Container, Mystic & Life, X Gold) +10,000,000 HP as a non-stacking bonus, +10,000,000 MP as a non-stacking bonus, Wielder regenerates 1,000,000 HP at the start of each round, Wielder regenerates 1,000,000 MP at the start of each round, Ritual Magic spells cost wielder 10,000,000 less MP to cast

*The Silver Chain- (Weapon Aspect: The Silver Implements, Whip, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, +1,000,000 CON, Entities below Level 80 may not leave wielder's battlespace without wielder's permission, Wielder may choose to link wielder's HP or MP to the HP or MP (being able to link HP to MP if desired in addition to HP to HP or MP to MP) of any one willing ally at the start of each round, with this effect being a non-stacking buff

*The Silver Spectacles- (Accessory Aspect: The Silver Implements, Eyewear, Mystic & Fate, X Gold) +1,000,000 MIN, +10,000,000 MP as a non-stacking bonus, Wielder may delay wielder's actions up to 1,000,000,000 rounds, Wielder may ignore Dodge increases caused by buffs from sources below Level 80, Wielder may spend an action to scan an individual's stats, with this scan attempt being unable to fail if target is below Level 75, Wielder gains +160% To Hit against Fate element targets

*The Silver Mirror- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Once per round, wielder may reflect an attack from a source below Level 80, Wielder counts as possessing as many allies as wielder wishes, to a max of 1,000,000,000 additional allies, with the same Ritualist abilities as wielder and the same name as wielder, when wielder is casting Ritual Magic spells

*The Silver Compass- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) 260% To Hit, Up to 200 times per ronud, whenever a Zone, Terrain, or Phantom Terrain created by wielder would be destroyed or altered by a source below Level 81, wielder may cancel said destruction or alteration

*The Silver Basin- (Accessory Aspect: The Silver Implements, Container, Mystic & Spatial, X Gold) When wielder equips this item, this item begins providing wielder with an additional MP pool that is empty at the time of equipping but can contain a maximum amount of MP equal to this item's wielder's Max MP; this is a constantly provided effect and not a buff

*The Silver Mortar- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Wielder does not expend items that are costs of non-unique Ritual Magic spells that are worth under 100,000,000 Gold

*The Silver Mask- (Accessory Aspect: The Silver Implements, Mask, Mystic & Illusion, X Gold) +1,000,000 Defense, Wearer may choose at the beginning of any round to gain or become solely any number of base entity subtypes as a non-stacking buff, Wearer's stats cannot be scanned by sources below Level 80, Wearer is Immune to sources below Level 40

*The Silver Disc- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 to all stats, Wielder's Ritual Magic spells may gain a 40% chance of inflicting any one major negative status effect

*The Silver Stone- (Weapon Aspect: The Silver Implements, Stone, Mystic & Life, X Gold) +1,000,000 Magical Attack, Wielder's Prime Attribute for any action may become any one stat, Wielder may choose to use the Melee Attack or Ranged Attack bonus of each equipped item as though it were instead the Magical Attack bonus of that item

*The Silver Ring- (Accessory Aspect: The Silver Implements, Ring, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 MIN, +1,000,000 SPI, Summons below Level 80 that are 5 or more Levels below wearer cannot negatively effect wearer, Wielder may spend an action to give a target a non-stacking buff that gives it 30% Base Element Resistance and Minor Negative Status Effect Immunity

*The Silver Dust- (Accessory Aspect: The Silver Implements, Magic Item, Mystic & Aether, X Gold) +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may, up to once per round, before or after any action, unsummon all opponents below Level 81, Ritual Magic spells cost wielder 100,000,000 less XP to cast, This item additionally possesses the subtype Powder

*The Silver Wheel- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Entities that are lower Level than wielder that are below Level 80 are placed below wielder in turn order if they would otherwise be assigned actions in turn order before wielder, Ritual magic spells that would take wielder more than one action to cast take half as many action, rounded down

*The Silver Cage- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, Wielder's summons cannot be uncontrolled, Wielder gains a pet slot, Wielder may spend an action to resurrect a pet, Wielder may spend an action to summon a Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon that is below Level 80 and normally fightable for drops on the Enemy List, Wielder may treat wielder's summoned Celestials, Angels, Devas, Illuminated, Elementals, Spirits, Primes, Daemons, Devils, and Demons as though they additionally possessed any combination of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon

*The Silver Coin- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Wealth, X Gold) Wielder reflects Gold Damage from lower Level sources, Ritual Magic spells cost wielder 1,000,000,000 less Gold to cast

*The Silver Sphere- (Weapon Aspect: The Silver Implements, Orb, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may spend an action to scan the stats of any number of entities, Wielder's Ritual Magic spells may scan stats, Wielder's Ritual Magic spells may target entities below Level 80 that are 5 or more Levels lower than wielder who are in other battlespaces

*The Silver Nutcracker- (Weapon Aspect: The Silver Implements, Tool, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's Ritual Magic spells ignore the Defense of targets below Level 80, Wielder's Ritual Magic spells may remove a buff from a source Level 80 or lower from each of their targets

*The Silver Needle- (Weapon Aspect: The Silver Implements, Tool, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder deals full Damage to the back row, Wielder may undo the destruction of an item, not counting through consumable charge use, by a source below Level 81 at the start of each round

*The Silver Wand- (Weapon Aspect: The Silver Implements, Wand, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder's per-item Magical Attack bonus cap becomes twice the relevant stat as a non-stacking effect, Wielder may, at the start of each round, create a Temporary copy of any Ritual Magic spell that is In Stock in the shop that is worth under 100,000,000 Gold

*The Silver Spoon- (Accessory Aspect: The Silver Implements, Tool, Mystic & Wealth, X Gold) Wielder does not consume charges from non-unique consumables, not counting Permanent Consumables, that are worth under 100,000,000 Gold

*The Silver Doll- (Weapon Aspect: The Silver Implements, Other: Toy, Mystic & Life, X Gold) +1,000,000 Magical Attack, Once per round, when an entity deals Damage to wielder, wielder may, immediately afterwards, deal said entity an equal quantity of Damage that is either the same combination of elements or that is solely Mystic element

*The Silver Diagram- (Accessory Aspect: The Silver Implements, Tome, Mystic & Knowledge, X Gold) Wielder gains 1 buff slot, Wielder gains 1 summon slot, Wielder may maintain 1 additional Circle effect, Wielder may cast unequipped Ritual Magic spells that wielder is carrying, Large Structures summoned by wielder gain a non-stacking buff that increases their stats by 100,000 points, Wielder's Large Structure allies cannot be Criticalled by sources below Level 80 and are Immune to negative status effects from sources below Level 80

*The Silver Sickle- (Weapon Aspect: The Silver Implements, Scythe, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may count as having killed up to 1,000,000 additional allies as part of the casting of a Ritual Magic spell, Wielder's Ritual Magic spells gain '100% inflicts Instant Death on non-unique entities below Level 70'

*The Silver Shroud- (Accessory Aspect: The Silver Implements, Cloak, Mystic & Aether, X Gold) +1,000,000 Defense, +1,000,000 CON, 160% Dodge, Wielder's actions involving the casting of Ritual Magic spells may not be countered by sources below Level 80 without wielder's permission

*The Silver Paintbrush- (Weapon Aspect: The Silver Implements, Wand, Mystic & Color, X Gold) +1,000,000 Magical Attack, +10,000,000 MP as a non-stacking bonus, Wielder's actions may gain or solely become any combination of base elements, Wielder may treat Mystic, Spatial, Blood, Time, Warding, Aether, Wealth, Life, Knowledge, Dopple, Color, Fate, and Illusion as base elements, Wielder may make the actions of any individual who is either willing, one of wielder's summons, or below Level 70 solely any combination of base elements

*The Silver Torch- (Weapon Aspect: The Silver Implements, Hammer, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's summons may use wielder's turn-order-determining stat sum for turn-order-determining purposes, Wielder's summons may not be countered by sources below Level 80 without wielder's permission, Wielder's summons are cured of a debuff from a source below Level 80 at the start of each round, Debuffs from sources below Level 81 cannot reduce the To Hit of wielder or wielder's summons

*The Silver Lock- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 SPI, Wielder's equipped and carried items may not be destroyed, stolen, removed from the thread, or altered by non-wielder sources below Level 80 without wielder's permission

*The Silver Feather- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) +1,000,000 SPI, Up to 200 times per round, when one of wielder's summons is unsummoned by an entity below Level 81, wielder may immediately resummon it, Wielder may spend an action to give all of wielder's allies, including wielder, a non-stacking buff that provides +160% Resilience and +1,000,000 Defense




Truth Chosen Regalia (Level 79, 0 XP, # XP Required) (Standard Mutliplier x15, Check thread for multiplier requirements)

Truth Chosen- (Passive Ability Aspect- Truth Chosen Regalia, Chosen One) +130,000 Defense against Truth, 99% Truth Resistance, Possessor's damage-dealing attacks deal 50,000 additional damage to Moon element targets

Truth Chosen Robes- (Armor Aspect- Truth Chosen Regalia, Robe, Truth & Universe, X Gold) +200,000 Magical Attack, +200,00 Defense, +200,000 Defense Against Truth, 99% Truth Resistance, +200,000 SPI, +200,000 MIN, +100% Critical, +100% Dodge, +100% Resilience, +100% to Hit
w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders

Truth Bolt (Spell Aspect- Truth Chosen Regalia, Divination, 0 MP, Truth, X Gold) +200,000 Magical Attack, +200,000 additional Magical Attack against Moon element targets, Scans target's stats


Secret Formulae-

Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times

Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated

Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated

Secret Formula- Craft Undead Masterwork
Point Value- 10
Requires:
None
Consumes:
2,000 Massive Sphere of Necromantic Energy
200 Animate Greater Undead
200 Greater Bolster Undead
50 Star of Ruin
50 Dark Power Jewel
20 Lich's Tome
20 Bane Knight's Gauntlets
20 Reaver's Gloves
10 Phylactery
10 Grandmaster's Text
1 Darkness Crystal
Produces:
Craft Undead Masterwork- (Spell, Necromancy, Darkness, 2,000,000 MP, 225,000,000 Gold) Caster summons 1 Undead from the Enemy List that is normally fightable for drops that is below Level 80 and below caster's Level, Said summon's natural name includes 'Necromantic Masterwork ' at is start, Said summon's natural Level may become equal to any value up to either caster's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This action requires 3 actions worth of charge-up, This spell may summon a max of 1 entity per thread, Caster must be Level 40 or greater

Secret Formula- Dress of the First Fire
Requires:
Level 40
Consumes:
10 Essence of the First Fire
1 Queen of Winter's Dress
1 Fire Crystal
Produces:
Dress of the First Fire- (Armor, Clothing, Fire, 80,000,000 Gold) +80,000 Defense, +80,000 Ranged Attack, +80,000 Magical Attack, +80,000 CON, +80,000 MIN, +80,000 SPI, +400,000 HP as a non-stacking bonus, +800,000 MP as a non-stacking bonus, 40% Fire Resistance, 30% Ice Resistance, Wearer's actions may become solely Fire element, Wearer may deal 80,000 Flat Fire element Damage to all opponents at the start of each round, Wearer may deal 800,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, This item possesses the subtype Robe in addition to its other subtypes, If an source below Level 60 would deal wearer Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, 'Overdrive' actions that are solely Fire element cost wearer '5% Max MP' instead of '25% Max MP', Wearer must be Level 40 or greater

Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times

Secret Formula- Marinated Evergarden Peppers
Requires:
None
Consumes:
2 Evergarden Farms Peppers
1 Evergarden Farms Hot Peppers
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times

Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater

Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater

Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN

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

Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'

Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer

Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells

Awards-
Has Beaten 39 Bosses in Boss Rush Mode
Has Reached Round 21 in an Endurance Match
Has Reached Round 41 in an Endurance Match
This Character Possesses 61 Base Stat Points

Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Sixth Holy Imperial Challenge of Glory: Test of Ages
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"

Has Completed The First Holy Imperial Challenge of Power: Test of Wealth
Has Completed The Second Holy Imperial Challenge of Power: Test of Talent
Has Completed The Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed The Fourth Holy Imperial Challenge of Power: Test of Hours
Has Completed The Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed The Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed The Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed The Eighth Holy Imperial Challenge of Power: Test of Leadership
Has Completed The Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed The Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed The Twelfth Holy Imperial Challenge of Power: Test of Options

Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat

Has Received Two 1/12 Holy Imperial Seal of Glory from the Council of Ten Thousand Gods.
Gained 3 Holy Imperial Seal of Triumph Pieces for Winning the Crisis Across Infinite Nexii for the Heaven Architects

Has Consumed 2 Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Lawbringer
Has Consumed 5 Improved Essence Sphere: Lawbringer
Has Consumed 5 Greater Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Greater Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Justicar
Has Consumed 5 Improved Essence Sphere: Justicar
Has Consumed 5 Essence Sphere: Lightbearer
Has Consumed 5 Improved Essence Sphere: Lightbearer
Has Consumed 5 Essence Sphere: High Judge
Has Consumed 5 Improved Essence Sphere: High Judge
Has Consumed 5 Greater Essence Sphere: High Judge
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Destiny Weaver
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Inscriber
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enslaver
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Destiny Weaver
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Inscriber
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Destiny Weaver
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Reaper
Has Consumed 5 Greater Essence Sphere: Reaper
Has Consumed 5 Improved Essence Sphere: Reaper
Has Consumed 5 Greater Essence Sphere: Destiny Weaver
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Attunement Book: Shrine Maiden
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Unbound Guru
Has Consumed 5 Improved Essence Sphere: Unbound Guru
Has Consumed 5 Greater Essence Sphere: Unbound Guru
Has Consumed 5 Superior Essence Sphere: Unbound Guru
Has Consumed 5 Superior Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Wizard
Has Consumed 1 Essence Sphere: My Past Self
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has used 5 Attunement Book: Mountain King
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has used 5 Attunement Book: Channeler
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Used 5 Attunement Book: Bard
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician

Has completed (1) Expeditions into the Lost Dwarven Caverns of Ghaz-Bolar
Has completed (2) Forays into the Temple of Orithon for Oortharr Vharduris
Has participated in Lord Thandolman's hunts for the Crimson Spear of Avandos (2) times.
Has Saved Imbelsberg from the Bluewar Ministry
Has Slain X Bosses (8)
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
‘Has used 10 Manual of A Thousand Arts’
‘Has used 2 Skillbank’
Has used 5 Book of Gates

Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "Evergarden Defense Test" Event Match
Has Won the 'Seizing the Center' Event Match
Won the Traitor Match Event at Walrusfest

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

Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the Dress of the First Fire Formula from Arqqwa Veyil
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind

Has Completed 9 Frequent Formula Tasks

500 Empire of Thandolman Faction Points
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
'Defeated Shining Genesis-Egg in a Special Arena Match'
Defeated Talsyrr on Berinic Mesa
'Instrumental in Ensuring that Mike Helios Did Not Win the Princess of Suns Contest'
Involved in the Final Siege of Avandos
Killed Aloysius Gullroyal the Illusionist on the Great Bone Dais of Broken Forms in the Outermost Layer of the Graveyard of Fiends that Never Were
Possesses a Group-Attuned Portal Key to The Crypt-Halls of Hashor'Galoon
Slayer of Khyzz'Drikk: Watcher from Ulaat Thamarr
Slayer of Lord Avandos, Master of the Crimson Citadel
Slayer of Lyrandora, Crimson Priestess of Avandos
Slayer of The Khrommangard: High Curator
'Survived the Princess of Suns Incident'
Unsuccessfully Fought A Lake
'Was on the Elder Guardians' Team in the Princess of Suns Incident'
'Was Responsible for Defeating the Sunhand'
'Ally of Count Valgerro'
'Defeated Count Valgerro in Battle Beyond the White Marble Door Beneath the Cabal's Spire'
'Defeated Zethmys, The Black Ferryman'
'Defeated Krol-Iboggi, Corpse Titan'
'Defeated Khromanokt, Emperor of the Undead'
'Declared the King of Unfun'
Helped Lili Defeat Nega-Lili in an Arena Match
Played A Part In Cracking The Enigmatic Python's Divination Blocking
Divined Into The Impossible Knot
Depowered Funkenstein
Indirectly Possess Ganfo Donno's Gratitude
Disabled the Nexus Administrative Bureau's Faction Power in the Knot
Was on Zaga Yazrath's Team In the Knot
Had His Life Force Devoured By Mhatu'Kai, the Sun-Devouring Giant
Called Upon the Power of Door Santa in the Knot
Unleashed Santakind Upon the Universe
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Participated in the Mod-Run Event Relic Spiral
Started on the Isle of the Dead in the Mod-Run Event Relic Spiral
Defeated Lu Tsang, Heart of Spirits in the Mod-Run Event Relic Spiral
Watched as the World was Unmade in the Mod-Run Event Relic Spiral (with predictable results)
Solved the Hidden-Object Puzzle "Reptile Bedroom"
Defeated Noel
Reanimated Blodwig as a Vampire on Noix
Lost a Battle Against Nazril, High Warlock of Roriana that Incerated the Town of Elkie and Most of the Immediate Countryside On Noix
Defeated Twitch the Spriggan Blade-dancer in the Halls of the Fallen on Noix
'Defeated' Jorge the Everyhand On Noix
Defeated Aunt Nardell from Seirei (Who was Teamed-up with the Vermillion Banner of the Northern Fields from Seirei, Who Was Also Defeated) in a Replica of the Painted City of Gemasole in the Parallel Collesseum During the Holy Festival
Wielder of Mortiis Finallis
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Participated in the First Match of Battle Day #3
Lost to Darston in the First Match of Battle Day #3
Won the Quest 'March of the Mechancial Candles'
Stopped the Mechanical Candles in the Grand Mall of Worlds
Revealed the Presence of the Mastermind Behind the Mechanical Candles
Indirectly Responsible for Perinor of Dreloze Living a Happy Life in His Hometown
Bested the Porkman in Holiday Combat
Indirectly Responsible for the Creation of Bio-Whale Mahhukhallus XVIII
Sold the Potential to Initiate the Existence of Gonzo Heed to the Chroniclers of Eternity
Acquirer of The Silver Implements
Possibly Doomed Reality?
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii
Defeated Massau in the Crisis Across Infinite Nexii
Defeated Wuzen in the Crisis Across Infinite Nexii
Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii
Made Nexus A Bit Better Overall
Purified the Numerals
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Honorary Member of the Knights of the Balanced Soul
Has Completed the Task "Trials of the Eidolon Summoner, Part 1"
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Beat the Walrusfrost Endurance Competition
Chosen of Truth
Became Truth Chosen During a Reality Glitch
Acquired 3 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras
Has Consumed 5 Essence Sphere: Aetheric Voyager
Has Consumed 5 Improved Essence Sphere: Aetheric Voyager
Has Consumed 5 Greater Essence Sphere: Aetheric Voyager
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Warrior

Re: Celas

Posted: Mon Jun 01, 2020 7:41 pm
by Modrageball
Fortunes:

* Anathema will be an extremely bad influence on you. Cut her loose if you want to maintain some sort of moral center and remain a heroic necromancer
* Electric Ninjas from Outer Space is an extremely bad comic book that you will regret purchasing 500 issues of
* The Bat King's corpse is easily resurrectable
* Locating the Blind Cartographer could increase your powers greatly
* The Palace of Broken Glass will be unusually kind to you, though still dangerous

* You stand a shot with Ceryl if you handle things properly


Cosmic To-Do List:

If Celas:
1) Throws an awesome undersea dance party that at least 50,000 individuals attend, at least 5 of whom are unique Aquatics of Level 40 or greater
2) Installs a light successfully in an undersea trench
3) Gets an intelligent fish that is looking for a job hired

Then Celas gets:
*The Ocean-Lighting Cord- (Accessory, Trinket, Electrical & Light & Water, 200,000,000 Gold) Wielder may, at the start of any round, add the element Light to the elements of any Zones that possess the element Water that come from sources that are either willing, dead, not present in the same battlespace as said zone, or lower Level than wielder, Wielder's Aquatic allies may not have their To Hit, Critical, or Dodge reduced by sources below Level 80 if they are in a Zone of Water & Light, Wielder must be Level 40 or greater, Installs waterproof light fixtures over vast areas of ocean as an RP effect and has other ocean-lighting RP powers


If Celas:
1) Working mostly-alone, defeats, captures, and publicly executes three unique individuals of Level 70 or greater

Celas will get:
'Acquired The Laughing Guillotine of Xhobez'Xhan'
*The Laughing Guillotine of Xhobez'Xhan- (Weapon, Deadly Item, Moon & Blood & Wonder, 2,300,000,000 Gold) +2,300,000 Melee Attack, 190% Critical, 30% inflicts Instant Death, Wielder may, at the start of each round, to a max of once per round, replicate an action performable by an entity on the Enemy List that wielder killed at an earlier point during the thread that is normally fightable for drops, Wielder must be Level 60 or greater and must possess the ability 'Expert Moon Synchronization', the ability 'Expert Blood Synchronization', the ability 'Expert Deadly Item Training', or the award 'Acquired The Laughing Guillotine of Xhobez'Xhan'