Darston Candata'chagin'heldelu (Wriggle Nightsparrow)
Level 79
Shapeshifter & Outsider, Physical & Light & Fire & Evolution & Will
HP- 22,500
MP- 20,275
STR- 2,796 (30)
AGI- 863 (10)
CON- 900 (10)
MIN- 811 (10)
SPI- 416 (5)
XP- 101,110,000
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 127
Gold- 9,155,000
Bonus Weeks: 254, 1 Bonus Week that may only be used on Elementalist Abilities, 43 Summoner Bonus Weeks, 28 Gatekeeper Bonus Weeks, 10 Diviner, 5 Druid, 5 Combatant, 5 Radiant Hierophant, 5 Glyph Mage, 69 Commander , 6 Botanist Bonus Weeks, 7 Ebon Chancellor Bonus Weeks, 2 Kinetic Emperor Bonus Weeks, 7 Snow Queen Bonus Weeks, 13 Abjurer Bonus Weeks, 30 Swordsman Bonus Weeks, 25 Beastmaster Bonus Weeks, 25 Master of Monsters Bonus Weeks, 25 Slayer Bonus Weeks, 25 Archer Bonus Weeks, 25 Hunter Bonus Weeks, 25 Subspace Architect Bonus Weeks, 25 Architect Bonus Weeks, 5 Attack or Curse Bonus Weeks, 2 Monk Bonus Weeks, 90 Ritualist Bonus Weeks, 30 Channeler Bonus Weeks, 60 Warlock Bonus Weeks, 30 Ruin Bringer Bonus Weeks, 60 Gatekeeper Bonus Weeks, 30 Archsmith of Metal Weeks
Will Learn:
Track A:
Track B:
<Abilities Below>
Weapons-
Fistfull of Win- (Weapon, Fist Weapon, Glory, 200,000,000 Gold) +200,000 Melee Attack, +200,000 to all stats, Wielder's 'Melee Attack' and 'Melee Overdrive' actions defeat targets below Level 50, Wielder must be Level 40 or greater
*|-|@/\/|} ()|# §(_)<{-} Rust/Rot/Destruction/Terror/Joy (Haha)/Wounds- (Weapon, Fist Weapon, Void & Destruction & Agony & Rust, 245,000,000 Gold) +245,000 Melee Attack, +245,000 CON, +245,000 INF, +245,000 FRT, Wielder's offensive actions gain a (Wielder's INF / Target's FRT) chance of inflicting Wounded: Maimed, Wounded: Rusting, and Stat Drain, Wielder gains +40,000,000 HP as a non-stacking bonus if wielder's subtype is Abomination, Wielder's SAN is set to 0, Wielder does not die for possessing 0 SAN, Wielder is inflicted with Invigorated when one of wielder's opponents has a stat value become 0, Instances of Wounded: Rusting with wielder as a source can reduce stat values to 0, This weapon also counts as possessing the subtype Chaos Talon, Wielder must be Level 40 or greater
*Blackstar Blade- (Weapon, Sword, Magic & Darkness, 1,000,000 Gold) +500 Melee Attack, +700 Magical Attack, 20% Darkness Resistance, +20% to all stats
w/ True-Striking- Provides +5% Critical
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
*Blade of Azzhelossi- (Weaponx2, Sword, Air, 260,000 Gold) +615 Melee Attack, 6% activates as part of a Melee Attack action and uses one of its activated abilities, +580 AGI, +500 STR, +300 SPI, 8% Dodge, 107% to Hit, Possessor may make Melee Attacks involving this weapon with AGI, Wielder gains extra actions when wielder's turn-order determining stat is 4x that of all opponents instead of 10x
Has the activated abilities-
Tornado- 650 Damage, this attack uses AGI as its Prime Attribute, 1 hit against 4, deals 1/2 damage, repeats self for 10 rounds unless an opponent skips a turn to remove it from battle, Air, X MP
Speed of the Bone Wind- +500 AGI, stacks 4 times, lasts 20 turns, Air & Darkness, X MP
*Blade of Darston, Hero of Nexus- (Weapon, Other: Weapon of Legend, Universe, 2,000,000,000 Gold) +2,000,000 Melee Attack, +2,000,000 to all stats, +20,000,000 HP as a non-stacking bonus, Wielder may, to a max of once per thread across all wielders across all instances of this item across all versions of all rounds as an effect whose counting cannot be undone and which cannot be replicated or altered, ignore the 'Sets MP to 0' element of the Overcrash 'Phantom Overcrash: Message to the Future' as an explicitly-Overcrash-modifying effect, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder's Animal allies whose name includes 'Lion' gain +200,000 STR and +20,000 to all other stats as a non-stacking effect, Wielder cannot be negatively affected by the ability 'Ruinous Flame of Nokhret', the spell 'You're All Dead', the weapon 'Ruinous Sword of Nokhret (Imitation)', the spell 'Space-Destroying Fire Plague', or the consumable 'Camel-Headed Bastard Cigarettes', wielder's opponents may not benefit from equipped items whose name includes 'Ashtensyrex', this item possesses the subtype Sword, wielder must be Level 60 or greater, this item may not normally be equipped unless a proper ability is possessed
*Cursed Sword of Bjorn the Horrid- (Weapon, Sword, Physical & Ice, 20,000 Gold) +90 Melee Attack, 5% Inflicts Stunned, Each time user makes a Melee Attack, a number between 1 and 100 is generated. If this number is under 47, this item’s user damages itself with the sword’s attack, Cannot be unequipped normally
*Glorious, Essence-Reaving, Fate-Cutting, Space-Slaying Sword of the Sun Queen Selereth Helios's Thrice-Golden Champion- (Weapon, Sword, Light & Fire & Destruction & Glory, 900,000,000 Gold) +900,000 Melee Attack, +3,500,000 HP as a non-stacking bonus, +900,000 to all stats, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder must be Level 60 or greater
*Grimoire of the Principles Beyond Existence- (Weapon, Book, Spatial & Time & Formus & Aether & Astral & Void, 3,000,000,000 Gold) +3,000,000 Magical Attack, +3,000,000 to all stats, +30,000,000 MP as a non-stacking bonus, Entities below Level 95 may not change the battlesystem without wielder's permission, Entities below Level 95 may not stop wielder from changing the battlesystem, Wielder's base stats are increased by 5 each if the battlesystem is a battlesystem other than the default battlesystem, Wielder must be Level 60 or greater and must possess either the ability 'Expert Ritual Magic Attunement' or 'Expert Book Training'
*Maakamuurukaamabath, Blade of the Million- (Weaponx30, Sword, Psychic & Hope & War, 180,000,000 Gold) +5,400,000 Melee Attack, +5,000,000 STR, +5,000,000 AGI, 200% To Hit, 100% Critical, Wielder's per-item attack bonus caps are multiplied by 30 for purposes of this item, 100% may inflict any one moderate negative status effect, The number of Weapon slots this item requires is reduced by 1, to a max of a reduction of 28 slots, by each open weapon slot possessed by a unique ally of wielder (to a max of 5 such slots per such individual), This item may not be wielded due to effects which equip any item regardless of the number of slots it takes into a single slot or in things that are not slots, Wielder must be Level 40 or greater, This item requires large numbers of allies in RP threads
*Mistlegrim's Wrecking Ball- (Weapon, Mace, Physical & Earth & Light & Destruction, 5,500,000 Gold) +6,400 Melee Attack, Reduces targets' Defense by 400 as a debuff that stacks 40 times, 30% inflicts Fatigued: Stun, 30% inflicts Stat Drain, 30% inflicts Charm, 15% inflicts Confusion, 15% inflicts Wounded, 15% deals 2 hits against 1, Deals 101% damage to Fey, Deals HP Damage, Gold Damage, and (1/10 the HP Damage Value) CON Damage if wielder is Level 20 or above, 15% forces target, provided target is below Level 45 and wielder is above Level 20, to change rows to the row of wielder's choice, Wielder may treat this item as an Axe for purposes of Ravager abilities
*Multifoliate Glory- (Weapon, Sword, Magic, 999,999 Gold) +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack, +20 AGI, SPI, MIN, STR, and CON, This Weapon can be enhanced once with any number of Enchantments, this weapon's wielder may choose at the beginning of a thread to have one of this weapon's Enchantments active for each level its current bearer possesses and have it only count as one enchantment, this does not permit Multifoliate Glory to possess multiple copies of the same Enchantment
*Shield of Evalach- (Weapon, Other: Weapon of Legend, Light & Physical, Lv. 79, X Gold) +136,000 Defense, +118,000 Melee Attack, Wielder's Defense may not be pierced by individuals below Level 99, 156% Resilience, +156% Resilience, 400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Wielder gains +136,000 to all stats as an uncapped bonus if none of possessor's opponents are Angels, Celestials, Devas, or Holy Ones, Wielder's Defense and Melee Attack capping are based on Spirit, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder gains a 49% chance of Reflecting the attacks of Arch-Demons, Arch-Devils, Arch-Daemons, Demons, Devils, and Daemons below Level 99, This item possesses the subtype Shield, This item may not normally be equipped unless a proper ability is possessed
XP: 926,765,000
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x80 to bypass Level 80 barrier)
*The Unshaven Axe- (Weaponx2, Axe, Physical, 179,000 Gold) +395 Melee Attack, 5% inflicts Discomfort, +150 Melee Attack while afflicted with Confused: Berserk, If wielder is Confused: Enraged, then wielder may become Confused: Berserk at the start of wielder's first action of a turn, +120 Defense while Confusion: Berserk, all damage this weapon's additional defense stops while wielder is afflicted by Confusion: Berserk is immediately inflicted, ignoring futher defense, as soon as wielder is no longer afflicted by Confusion: Berserk, 5% inflicts Confusion: Berserk on wielder each turn, -40 Diplomacy, +180 STR while afflicted by Confusion: Berserk, +12% Critical while afflicted by Confusion: Berserk, +50 damage against Humans, +60 Melee Attack if wielded by a Humanoid or Shapeshifter, +500 Defense while afflicted by Confusion: Berserk, +200 Damage against Water element Animals, +700 additional Melee Attack in RP threads if wielder's name is 'Neil', cannot be bald, wielder's hair growth increases, assorted odd RP powers, axe loses all power if shaved in an RP thread and takes a minimum of 2 weeks to return to normal
Age-Draining Bane Sovereign's Greatsword- (Weaponx2, Sword, Darkness & Physical & Time, 25,000,000 Gold) +50,000 Melee Attack, Necromancy spells cast by wielder that provide a Melee Attack Bonus gain +25,000 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 1,200 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, 100% inflicts Fatigued: Elderly, Wielder's per-item Melee Attack bonus caps are doubled for this item
Axe of the Four-Armed Ogre- (Weaponx4, Axe, Physical, 90,000 Gold) +4,110 Melee Attack, +1,100 STR
480 Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
Blessed Orochi-Ender- (Weapon, Sword, Glory & Light & Water, 200,000,000 Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 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 ignores the Resistances and Immunities of individuals from the enemy list named 'Orochi', 200% inflicts Poison: Drunk, 60% inflicts Awestruck: Sealed, 10% Dragon Resistance, Wielder deals double Damage to individuals named 'Orochi' from the enemy list, to a max of 15,000,000 additional Damage, Wielder must be Level 40 or greater
2,961 Bow of Pestilience- (Weaponx2, Bow, Darkness & Acid, 270,000,000 Gold) +540,000 Ranged Attack, +500,000 AGI, +500,000 CON, +500,000 SPI, 60% inflicts Plague, 30% Plague Resistance, Wielder must be Level 40 or greater
2 Chaos Butterfly Force- (Weapon, Force, Chaos, 28,000,000 Gold) +28,000 Magical Attack, +25,000 to all stats, Once per round, wielder may, as a counter to one of wielder's actions, conduct a Magical Attack action that may target any one individual that a Magical Attack action made by wielder could normally target, with said action not being able to affect other targets, with this effect not stacking across multiple copies of this item and not being able to trigger off of an action of possessor's that is a counter, May only be equipped by individuals above Level 36
Claws of the Demonic Fleshripper- (Weaponx2, Fist Weapon, Physical & Darkness, 15,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +15,000 CON, 100% inflicts Wounded, 15% inflicts Wounded: Maimed
11 Colossus Glaive- (Weaponx3, Polearm, Earth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
2 Colossus Aegis- (Weaponx3, Shield, Earth & Physical, 61,000,000 Gold) +120,000 Melee Attack, +180,000 Defense, +120,000 STR, +180,000 CON, Wielder's per-item Melee Attack and Defense bonus caps are tripled for this item, Wielder must be Level 40 or greater
Cursebringer Axe- (Weapon, Axe, Darkness, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, 200% inflicts Hexed, 15% inflicts Cursed
22 Dead Khan's Rider's Blade- (Weapon, Sword, Physical & Darkness, 15,500,000 Gold) +15,500 Melee Attack, +15,500 STR, +15,500 AGI
22 Dead Khan's Rider's Javelins- (Weapon, Spear, Physical & Air & Darkness, 15,500,000 Gold) +15,500 Ranged Attack, +15,500 STR, +15,500 AGI, Wielder's 'Ranged Attack' actions may use Agility or Strength as their Prime Attribute
Draco-Executioner- (Weapon, Sword, Glory, 175,000,000 Gold) +175,000 Melee Attack, +100,000 to all stats, 160% Critical against Dragons, Wielder ignores the Resistances and Immunities of Dragons below Level 80, Wielder deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 80 OR who (are over Level 40 AND have the ability Dragonslayer)
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
Edge of Nowhere- (Weapon, Sword, Fate & Time & Destruction & Spatial & Physical & Light & Darkness, 205,000,000 Gold) +205,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 AGI, +200,000 SPI, 135% Critical, 230% To Hit, Individuals killed by wielder may not be resurrected by sources below Level 80, Wielder may deal 1,800,000 Flat Light, Darkness, Physical, Fate, or Destruction element Damage to one opponent at the start of each round, 5% inflicts Instant Death, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Applied Enchantment
1,486 Eight Hand Mirror- (Weapon, Shield, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Melee Attack, 50% reflects the actions of individuals below Level 60, 8% reflects the actions of individuals named 'Orochi' who are below Level 100, Wielder must be Level 40 or greater
15 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
Edge of Void- (Weapon, Sword, Void, 200,000,000 Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 AGI, +200,000 MIN, +200,000 SPI, 135% Critical, 230% To Hit, Individuals killed by wielder may not be resurrected by sources below Level 80, 5% inflicts Vanished, Wielder must be Level 40 or greater
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
14 Fenristooth Dagger- (Weapon, Knife, Physical & Destriction, 60,000,000 Gold) +60,000 Melee Attack, +57,000 STR, +57,000 CON, 80% Critical, Wielder ignores the Physical Resistance and Immunity of individuals below Level 40, Wielder must be Level 40 or greater
Fiendblade which Thirsts for the Blood of Worlds- (Weapon, Sword, War & Destruction & Fire, 815,000,000 Gold) +815,000 Melee Attack, +815,000 STR, +4,000,000 HP as a non-stacking bonus, 185% Critical, 60% inflicts Smitten: Great Atrocity, 30% War Resistance, 30% Physical Resistance, 30% Lifre Resistance, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions gain 'deals HP Drain' and may gain '1 hit against 5,000,000, deals 1/3 Damage', Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, 30% War Resistance, Wielder must be Level 60 or greater
Gleetastic Murdercleaver (Katana-Variant)- (Weapon, Sword, Darkness & Physical & Light, 87,000,000 Gold) +87,000 Melee Attack, +87,000 AGI, +87,000 STR, 140% Critical, 70% Dodge, Murder Arts spells cost wielder 870,000 less MP to cast, Wielder is cured of any one minor or moderate negative status effect whenever wielder kills an opponent
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
467 | 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
1 | Great Space-Cutting Blade- (Weapon, Sword, Glory & Spatial, 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 Physical or Spatial element Damage to one opponent at the start of each round, Wielder deals full Damage to the back row, Wielder must be Level 40 or greater
4 Great Time-Cutting Blade- (Weapon, Sword, Glory & Time, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 AGI, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Time at the start of each round, Wielder may deal 1,600,000 Flat Time element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to individuals in the back row who were in the front row last round, Wielder must be Level 40 or greater
Holly Blade- (Weapon, Sword, Earth & Hope, 150,000,000 Gold) +150,000 Melee Attack, 300% may inflict Charm or Poison
2 Hurricane-Projecting Banana- (Weapon, Deadly Item, Air & Magic, 25,000,000 Gold) +24,000 Magical Attack, Wielder may, once per round, spend an action to deal 500,000 Flat Air element damage to up to 4,000 targets if wielder is above Level 35
Ice Comet Wand- (Weapon, Wand, Ice & Astral, 100,000,000 Gold) +100,000 Magical Attack, 100% inflicts Fatigued: Stun, 1 hit against 30, Wielder must be Level 40 or greater
Irrimazzic Greatsword- (Weapon, Sword, Earth, 50,000,000 Gold) +49,500 Melee Attack, +49,300 STR, Wielde'rs 'Melee Attack' and 'Powerful Attack' actions possess a 1% chance of dealing no Damage if wielder has not performed a 'Defend' action during this thread, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, Wielder must be at least Level 40
Keeining Void-Axe- (Weapon, Axe, Sonic & Astral & Darkness & Void, 205,000,000 Gold) +205,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 AGI, +200,000 SPI, 135% Critical, 230% To Hit, Individuals killed by wielder may not be resurrected by sources below Level 80, Wielder may deal 1,800,000 Flat Sonic, Darkness, Astral, or Void element Damage to one opponent at the start of each round, 10% inflicts Instant Death, Wielder must be Level 40 or greater
84 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
Meteoric Fury- (Weapon, Mace, Fire & Physical, 40,000,000 Gold) +40,000 Melee Attack, +40,000 STR, +40,000 CON, 80% Critical, 80% inflicts Fatigued: Stun
11 Panopticum Orb- (Weapon, Orb, Earth, 90,000,000 Gold) +90,000 Magical Attack, +90,000 to all stats, Wielder's actions may scan the stats of their targets, Wielder may scan the stats of each opponent at the start of every round, Wielder must be Level 40 or greater
153 Planetary of Harvest's Scythe- (Weapon, Scythe, Earth & Life, 150,000,000 Gold) +150,000 Melee Attack, +1,500,000 HP as a non-stacking bonus, +150,000 SPI, +150,000 CON, Wielder's 'Melee Attack' actions may Heal HP, Divine Magic and Druid Magic spells cost wielder 300,000 less MP to cast, 160% Critical against Plants, Wielder is afflicted with Rejuvenation at the start of every round, Wielder must be Level 40 or greater
13 Planetary of Love's Bow- (Weaponx2, Bow, Light & Fire, 160,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 SPI, 260% To Hit, Wielder's allies gain +12,000 to all stats as a non-stacking bonus, 100% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater
Planetary of Time's Sword- (Weapon, Sword, Time, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
60 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
Orihalcum-and-Glorious-Sunmetal Godblade-Allcleaver of the Sun Queen Selereth Helios's Champion- (Weapon, Sword, Light & Glory, 800,700,000 Gold) +809,500 Melee Attack, +810,300 STR, +800,000 CON, +3,000,000 HP as a non-stacking bonus, 100% may inflict Awestruck, 100% may inflict Burning, 160% Critical, 260% To Hit, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Physical, Light, and Glory Resistance, Immunity, Reflection, and Absorption of individuals below Level 60, Pierces 100,000 Defense, Wielder may create or destroy a Zone of Light at the start of each round, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, Wielder may deal 2,000,000 Flat Physical, Light, or Glory element Damage to one opponent at the start of each round, deals full Damage to the back row, Wielder may spend an action to remove a single stacking of a debuff from a source below Level 80, 10% inflicts Crippled: Devastated, 5% inflicts Smitten, Wielder is cured of one minor, moderate, or major status effect or debuff from a source below Level 80 that is not 20 or more Levels greater than wielder at the start of each round, Wielder may choose for individuals below Level 60 to treat possessor as though possessor's subtype were Planetary, Wielder is Immune to individuals below Level 40, Wielder must be at least Level 40, must possess the ability 'Connection to the Essence of the Sun Queen Selereth Helios', and must be a devout worshipper of Selereth Helios
Orihalcum Redwood- (Weaponx2, Deadly Item, Physical & Earth, 127,700,000 Gold) +255,000 Melee Attack, +255,000 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 and Earth Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 100,000 Defense, 100% inflicts Fatigued: Stun, Wielder must be at least Level 40
12 Panopticum Shield- (Weapon, Shield, Earth, 94,500,000 Gold) +95,500 Melee Attack, +96,700 Defense, +21,000 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 Fortune's Sword- (Weapon, Sword, Fortune, 190,000,000 Gold) +190,000 Melee Attack, +1,800,000 HP as a non-stacking bonus, +190,000 AGI, +190,000 SPI, 160% Critical, 260% To Hit, 160% Dodge if wielder is Fortune element, 160% Resilience if wielder is Fortune element, Wielder must be Level 60 or greater
Planetary of the Oceans' Trident- (Weapon, Spear, Water, 190,000,000 Gold) +150,000 Melee Attack, +1,900,000 HP if in a Zone of Water, +150,000 STR, +150,000 CON, Pierces 100,000 Defense, 150% Critical, 40% Water Resistance, Wielder's allies who are Aquatics or are Water element gain +9,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
691 Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Planetary's Mirror Which Refuses the Mortal and the Weak- (Weapon, Shield, Glory & Ice & Light & Darkness, 200,000,000 Gold) +200,000 Defense, +50,000 Melee Attack, 50% reflects the actions of individuals below Level 60, Wielder is Immune to indivduals below Level 40, Wielder is Immune to individuals below Level 60 who are 20 or more Levels lower than wielder who possess no Instant Death Resistance or Immunity, Wielder must be Level 40 or greater
196 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
Scale of the All-Reflecting Firmament- (Weapon, Shield, Universe, 750,000,000 Gold) +750,000 Defense, +200,000 Melee Attack, +750,000 CON, +7,500,000 HP as a non-stacking bonus, 160% Resilience, 30% Base Element Resistance, 20% Reflects the actions of individuals below Level 99, 80% Reflects the actions of individuals below Level 80, Reflects the actions of individuals below Level 60, Wielder may not be criticalled by individuals below Level 80, Wielder is Immune to individuals below Level 60, Wielder must be Level 60 or greater
11 Self-Sculpting Force- (Weapon, Force, Earth & Life, 60,000,000 Gold) Wielder may spend an action to Transform into one lower-Level Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
Seven Gifts of Death- (Weapon, Bailartix, Glory & Darkness & Destruction, 777,000,000 Gold) +777,000 Ranged Attack, +777,000 MIN, +777,000 SPI, 120% Critical, Wielder's 'Ranged Attack' actions use Spirit as their Prime Attribute, 30% inflicts Instant Death, Individuals killed by wielder may be afflicted with Venom, Individuals killed by wielder obtain a debuff that persists after death that does not stack and provides -70,000 to all stats, Individuals killed by wielder may be afflicted with Crippled, Individuals killed by wielder may be afflicted with instances of every minor negative status effect that do not vanish upon death, cannot be cured by individuals below Level 80, and have no natural per-round recovery rate, Individuals killed by wielder may be afflicted with Petrified: Time Stop, Individuals killed by wielder may be afflicted with an instance of Instant Death: Doomed that does not vanish upon death, Individuals killed by wielder may obtain +70,000 to all stats as a non-stacking buff that does not vanish upon death, Wielder must be Level 60 or greater
Solipsist's Sword- (Weapon, Sword, Dream, 200,000,000 Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 SPI, 130% Critical, 230% To Hit, Wielder may, once per thread, spend an action to resurrect a target, Wielder may deal 1,800,000 Flat Dream element Damage to one opponent at the start of each round, 5% inflicts Instant Death, Wielder is Immune to individuals below Level 40 if wielder is the only PC in the thread, Wielder must be Level 40 or greater
5 Spacetime Hypercleaver- (Weapon, Sword, Glory & Spatial & Time, 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, Spatial, or Time at the start of each round, Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to the back row, Wielder's offensive actions may gain the element Technology, Wielder must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
24 Sword of War- (Weapon, Sword, Darkness & Acid, 350,000,000 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
2 Thundermaw Tendrils (Weaponx2, Whip, Electrical, 15,500,000 Gold) +15,500 Melee Attack, 120% inflicts Electrocuted, Wielder's 'Melee Attack' actions may deal HP Drain, Wielder counts as having an additional Bioaugmentaion equipped
3 Tome of Strange Aeons- (Weapon, Book, Mystic & Time & Dream, 450,000,000 Gold) +450,000 Magical Attack, +450,000 MIN, +450,000 SPI, +4,500,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 8,500,000 less MP to cast, Inflicts Confusion, Inflicts Stat Drain, 30% inflicts Insanity, 20% Darkspawn Resistance, 20% Mech Resistance, Instant Death Immunity, Wielder suffers no negative effects from the status effect Fatigued, Wielder cannot be killed by sources below Level 60, Wielder may spend an action to resurrect a target killed by a source below Level 80, Wielder must be Level 60 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
4 Totally Awesome Dead Walrus!- (Weapon, Chaos Effect, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
5 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
7 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
2 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
9 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
White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage
Worldholder Bowling Ball- (Weapon, Orb, Earth & Air & Fire & Water, 300,000,000 Gold) +300,000 Ranged Attack, +300,000 CON, 150% inflicts Fatigued: Stun, 100% inflicts Entombed, Burning, Suffocation, Drowning, Awestruck, or Voidstruck, Wielder must be Level 60 or higher or must be Level 40 or higher and possess the ability 'League-Caliber Bowling Skills' and the ability 'Geomancer'
3 World-Nullifier- (Weapon, Sword, Void & Astral & Null & Destruction, 275,000,000 Gold) +275,000 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal 2x Damage to targets who possess a Constant Effect or ability named 'Supermassive' or 'Hypermassive' as an effect that does not stack with other effects that multiply Damage against targets that possess Constant Effects or abilities named 'Supermassive' or 'Hypermassive', Wielder may spend an action to destroy a Zone, Terrain, or Phantom Terrain that was created by a source that is below Level 100 that is not 5 or more Levels greater than wielder, Entities killed by wielder may not be resurrected by sources below Level 100 that are below wielder's Level, Wielder may, as a non-stacking debuff, remove the text of one enemy-style-ability possessed by an opponent below Level 80 that is 10 or more Levels below wielder, This item may not be destroyed by sources below Level 80, Wielder must be Level 59 or greater
World's Highest Singing Mountain- (Weapon, Instrument, Air & Ice & Earth & Sonic, 68,000,000 Gold) +69,000 Magical Attack, +65,000 STR, +65,000 CON, +65,000 SPI, 40% inflicts Confusion, 30% inflicts Suffocation: Sonic Whiplash, Wielder may use Unarmed Technique spells as though this weapon were not equipped, Difficult to carry in RP threads
World Eater's Nail- (Weapon, Sword, Void & Astral & Fate & Destruction, 130,000,000 Gold) +130,000 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal 2x Damage to targets who possess a Constant Effect or ability named 'Supermassive' or 'Hypermassive' as an effect that does not stack with other effects that multiply Damage against targets that possess Constant Effects or abilities named 'Supermassive' or 'Hypermassive', Wielder may spend an action to destroy a Zone, Terrain, or Phantom Terrain that was created by a source that is below Level 100 that is not 5 or more Levels greater than wielder, Wielder must be Level 45 or greater
Yohmenswatsrairu- (Weaponx2, Hammer, Air & Earth, 320,000 Gold) +25 Melee Attack, Deals CON damage with basic Melee attacks, Damage dealt is divided by four, Deals double damage to Golems
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
*Dress of the Chaos-Moon- (Armor, Clothes, Darkness & Moon & Chaos, 200,000,000 Gold) +200,000 Defense, +200,000 Magical Attack, +160,000 CON, +200,000 MIN, +200,000 SPI, Wielder's 'Magical Attack' actions gain a 75% chance of inflicting Burning: On Green and Purple Fire, Antimatter: Returned to Chaos, and Voidstruck: Moon Mad, Wearer must be Level 40 or greater
*Glorious Pants of the Phoenix-Bearer- (Armor, Clothing, Fire, 80,000,000 Gold) +80,100 Defense, +80,000 Defense against Fire, +80,500 Melee Attack, +80,000 SPI, +82,000 CON, +80,535 STR, +85,515 AGI, +40,600 MIN, 30% Fire Resistance, 80% Burning Resistance, 90% inflicts Burning on any individual who conducts an offensive action that targets wearer, Wielder gains +82,500 additional Melee Attack if no weapons are equipped, gains +82,500 additional Magical Attack if less non-Fire-element spells are equipped by wielder than Fire element spells, and deals an additional 500,000 Fire element damage on hit if no weapons are equipped by wielder, Wieldermay auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, a 52% chance if killed by a source below Level 60, and a 20% chance if killed by a source below Level 80, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances, 40% Instant Death Resistance from sources below Level 80, Wearer’s per-item Magical Attack cap and Melee Attack cap both become 2x the relevant stat, Wearer may convert the Ranged Attack bonus or Magical Attack bonus of any Damaku spell equipped into either a Magical Attack bonus or a Melee Attack bonus, 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 is resurrected and is then healed for 80,000,000 points of F;at Light & Fire element HP Healing and MP Healing, Whenever wearer resurrects an individual, said individual is healed for 5,000,000 points of Flat Light & Fire element HP Healing, May only be equipped by individuals of Level 40 and greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Strickland's Suit- (Armor, Clothes, Devastation & Mystic & Warding & Spatial, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, +25,000,000 MP as a non-stacking bonus, 160% Resilience, +160% Resilience, Instant Death Immunity against sources below Level 99, Wearer cannot be killed by sources of lower Level that are below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess either the ability 'Expert Channeling Attunement' or 'Expert Clothes Mastery'
18 Twelvefold Nested Mobile Aura of Retributive Pain- (Armorx1/12, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
4 Ageless Weaver's Dress- (Armor, Clothing, Darkness & Earth, 15,500,000 Gold) +15,500 Defense, +15,500 AGI, Armor and Accessory items created by wearer obtain a non-stacking buff that increases the Defense bonus they provide (if they provide one) by 15,500 points
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
Armor of Divine Protection- (Armor, Heavy Armor, Light, 150,000,000 Gold) +150,000 Defense, +150,000 CON, +1,500,000 HP as a non-stacking effect, 40% Physical Resistance, 40% Darkness Resistance, 40% Light Resistance, 10% Base Element Resistance, Wearer is immune to individuals below Level 40, Wearer may Reflect actions from sources of lower Level than wielder who are below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wearer takes half damage from non-unique sources below Level 60, 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 Flat Light element HP Healing and MP Healing, Wielder must be at least Level 40 and must have a patron deity
1172 Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
Armor of the Grand Inquisitor of Michael Helios- (Armor, Heavy Armor, Light, 93,110,000 Gold) +92,120 Defense, +40,000 to all stats, 35% Darkness Resistance, 35% Light Resistance, 100% inflicts Pain on non-Light-element targets, Impaired Immunity, Poison Immunity, Diseased Immunity, Hexed Immunity, 60% Awestruck Resistance, 60% Voidstruck Resistance, Wearer must be a devout worshipper of Michael Helios and may not be Darkness element
4 Armor of the Great Spider- (Armor, Light Armor, Earth & Darkness, 15,500,000 Gold) +15,500 Defense, 120% Paralyzed Resistance
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
Bascaritech Reactive Armor Spliced with Irrimazzo's First Novel Metal- (Armor, Heavy Armor, Technology & Progress, 125,000,000 Gold) +125,000 Defense, +80,000 AGI, +70,000 STR, +120,000 CON, +50,000 MIN, +50,000 SPI, +12,000 Defense against Stat Damage, 70% Resilience, 45% Dodge, Wearer gains an additional +150,000 Defense against damage that comes from sources whose name includes 'Sepherys', Whenever possessor takes Damage that is any base element, possessor, immediately after taking said Damage, gains a 40% Resistance to each base element (not including Universe and Progress) involved as a buff that stacks once per element and across 200 different base elements, Wielder is Immune to individuals below Level 20, Wielder takes half Damage from individuals below Level 40, Wielder takes 75% Damage from individuals of Level 40 to Level 59 who are below wielder's Level and who are non-unique, Wielder's Defense may not be pierced by sources below Level 60 who are below wielder's Level, Wielder must be Level 40 or greaterw/
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
1 Behemoth Mail- (Armor, Heavy Armor, Physical & Earth, 85,000,000 Gold) +85,000 Defense, +85,000 STR, +85,000 CON, +850,000 HP, 146% Resilience, Wearer must be Level 40 or greater
24 Continent Plate- (Armor, Grand Armor, Earth, 71,000,000 Gold) +71,000 Defense, +71,000 CON, +710,000 HP, -70,000 AGI, 120% Resilience, Wearer must be Level 40 or greater
19 Core Plate- (Armor, Grand Armor, Fire, 71,000,000 Gold) +71,000 Defense, +71,000 CON, -71,000 AGI, 85% Critical, Wearer deals 700,000 Flat Fire element Damage to any individual who conducts an offensive action that targets wearer at the end of each such action, Wearer must be Level 40 or greater
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
32 Dead Khan's Rider's Armor- (Armor, Light Armor, Physical & Air & Darkness, 15,500,000 Gold) +15,500 Defense, +15,500 Ranged Attack, +15,500 Melee Attack, +15,500 STR, +15,500 AGI, 75% Dodge, 175% To Hit
8 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
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
4 Leviathan Mail- (Armor, Heavy Armor, Physical & Water, 95,000,000 Gold) +95,000 Defense, +95,000 STR, +95,000 CON, +950,000 HP, 148% Resilience, 40% Water Resistance, 15% Aquatic Resistance, Wearer must be Level 40 or greater
4 Most-Exalted, Ancient Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Glory Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Glory element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wearer takes half damage from non-unique sources below Level 60, Wearer must be at least Level 40
1 Most-Exalted, Ancient Solar Titan's Glory-Gilded Orihalcum Armor of Ancient Legend- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, +5,000,000 HP as a non-stacking bonus, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 40% Darkness Resistance, 20% Glory Resistance, 20% War Resistance, Awestruck Immunity, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Glory element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 60, Wearer ignores Defense-piercing from sources below Level 75, Wearer takes half damage from non-unique sources below Level 75, Wearer must be at least Level 60
15 Ocean Plate- (Armor, Grand Armor, Water, 71,000,000 Gold) +71,000 Defense, +71,000 CON, +100,000 MP, -71,000 AGI, 185% To Hit, Wearer must be Level 40 or greater
13 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
145 Planetary of Harvest's Robe- (Armor, Robe, Earth & Life, 150,000,000 Gold) +150,000 Defense, +1,500,000 HP as a non-stacking bonus, +150,000 SPI, +150,000 CON, Wielder's 'Magical Attack' actions may Heal HP, Divine Magic and Druid Magic spells cost wielder 300,000 less MP to cast, 160% Critical against Plants, Zones, Terrains, and Phantom Terrains created by wielder may not be destroyed or altered by sources below Level 80, Wielder must be Level 40 or greater
Planetary of Travel's Raiment- (Armor, Clothes, Air & Earth & Water, 190,000,000 Gold) +190,000 Defense, +190,000 AGI, +20,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes, Wearer may choose at the start of each round for Agility or Spirit to become wearer's turn-order-determining stat, Wearer may not be prevented from leaving battle by individuals below Level 60, Wearer gains +160,000 Defense as a non-stacking, non-capped bonus against Damage that comes from effects attached to Zones, Divine Magic and Gate Magic spells cost wielder 300,000 less MP to cast, 80% Dodge, Wielder must be Level 40 or greater
Planetary of Travel's Raiment- (Armor, Clothes, Air & Earth & Water, 190,000,000 Gold) +190,000 Defense, +190,000 AGI, +20,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes, Wearer may choose at the start of each round for Agility or Spirit to become wearer's turn-order-determining stat, Wearer may not be prevented from leaving battle by individuals below Level 60, Wearer gains +160,000 Defense as a non-stacking, non-capped bonus against Damage that comes from effects attached to Zones, Divine Magic and Gate Magic spells cost wielder 300,000 less MP to cast, 80% Dodge, Wielder must be Level 40 or greater
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Splendidly Woven- Possessor gains '100% inflicts Charm: Impressed', +5,000 Defense, +5,000 to all stats, Smithing Technique
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Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
726 Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater
154 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
Radiant Titan-Mail of Ancient Legend- (Armor, Grand Armor, Light & Glory, 295,000,000 Gold) +300,000 Defense, +3,000,000 HP as a non-stacking bonus, +295,000 STR, +295,000 CON, Wielder may, up to 5 times per battle, redirect attacks from sources below Level 80 from itself to another individual in the same battlespace who is Level 79 or lower, 130% Resilience, 40% Light Resistance, 30% Darkness Resistance, Awestruck Immunity, Radiance Magic spells cast by wielder gain +295,000 additional Melee Attack if they possess a Melee Attack bonus already, Wielder must be Level 60 or greater
17 Sky Plate- (Armor, Grand Armor, Air, 71,000,000 Gold) +71,000 Defense, +71,000 AGI, 85% Dodge, Wearer must be Level 40 or greater
Sorrowful Minister's Robe of Absolute Darkness- (Armor, Robe, Darkness, 201,000,000 Gold) +215,000 Defense, +210,000 CON, +210,000 MIN, Mindblasted Immunity, 35% Darkness Resistance, Individuals below Level 80 may not pierce or ignore the Darkness Resistance, Immunity, Reflection, or Absorption that wearer possesses, Wearer must be Level 40 or greater
3 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'
4 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
4 Ziz Robe- (Armor, Robe, Air, 95,000,000 Gold) +95,000 Defense, +95,000 AGI, +95,000 CON, +950,000 HP, 148% Resilience, 40% Air Resistance, 15% Aerial Resistance, Wearer must be Level 40 or greater
Accessories-
*Arrows of the Infinite Sea- (Accessory, Ammo, Water & Aether, 120,000,000 Gold) +120,000 Ranged Attack, Wielder's 'Ranged Attack' actions may create a Zone of Water and / or a Zone of Aether in each battlespace that they target an individual in, Wielder's 'Ranged Attack' actions may each merge a battlespace created by a source below Level 70 into the main battlespace of the current battle, Wielder must be Level 20 or greater and must possess the abilities 'Captain', 'Archer', and 'Hunter'
*Lord Balonsti's Storm Suppressor- (Accessory, Quest Item, Electricity & Metal & Technology, 15,000,000 Gold) Wielder's Electrical element opponents suffer -1,000 to all stats
*Reality Bauble 16 of 200- (Accessory, Trinket, Universe, 25,000,000 Gold) +5,000 to all stats, wielder may choose to act as 5 levels higher for all purposes related to phantom terrain and zones, Possessor may choose at the start of a thread for all normal arena fights or non-boss / non-special rooms of random quests that take place in the thread to set the battle system to the Normal Battle System, the Elemental Opposition Battle System, or the Uncertain Times Battle System, Possessor must pay 1,000 XP to activate this effect, this effect may not be activated in certain circumstances, Wielder may choose to not encounter any non-unique, non-special-encounter-based monsters or treasures in random quests if all non-unique, non-special-encounter-based enemies in a random quest are below wielder’s level and below level 80
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Ring of Eternal Poison- (Accessory, Ring, Toxin & Time & Fate & Devastation, 2,750,000,000 Gold) +2,750,000 Magical Attack, +2,750,000 SPI, Wielder's minor negative status infliction chances are increased by 270%, Wielder's major negative status effect infliction chances are increased by 15%, Negative status effects inflicted by wielder possess no natural per-round recovery rate, Negative status effects with wielder as a source persist beyond death on entities below Level 95, Negative status effects inflicted by wielder may not be cured by sources below Level 95 that are not 10 or more Levels greater than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Dark Magic Attunement' or 'Expert Ritual Magic Attunement'
*Silver Dancing Lion Library Key- (Accessory, Quest Item, War & Earth, 165,000 Gold) +24 CON
*Spice Rack of the Foreign Salesman- (Accessory, Magic Item, Earth & Air & Water, 298,000 Gold) Wielder’s Food and Drink items that heal or buff HP or MP heal or buff said value by ((wielder’s (MIN + AGI)/ 1000 rounded up)*250) more, to a max of 80,000, Wielder’s consumables buff stats buff said value by ((wielder’s (MIN + SPI)/ 1000 rounded up)*25) more, to a max of 16,000, Wielder’s Lethal Item items that deal damage deal ((wielder’s (MIN + CON)/ 1000 rounded up)*500) more for each of the first (wielder level / 2 rounded up) hits, to a max of 120,000 and to a max of 500 hits, Possessor may sell consumable and weapon items for a sale cap of 500 Gold higher, Possessor’s consumbales that have a chance of not using a charge greater than 1% have a 1% greater chance of not using a charge, +250 MIN, +90 AGI, CON, and SPIw/
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
*Strickland's Uplink-Core- (Accesssory, Crystal, Spatial & Devastation & Formus, 2,500,000,000 Gold) Wielder may serve as a Foundation of a Meta-Uplink, This item and its effects may not be replicated, Wielder must be Level 60 or greater and must possess either the ability 'Expert Gatekeeper Knowledge' or 'Expert Spatial Synchronization'
*The Empty Aurora- (Accessory, Other: Mystic Infusion, Void & Aether & Devastation, 2,500,000,000 Gold) +2,500,000 Defense, +2,500,000 CON, +2,500,000 SPI, +250,000 Defense against Stat Damage, Offensive actions from sources below Level 95 that are not greater Level than wielder have, at wielder's discretion, a non-stacking 30% chance of failing, 30% inflicts Vanished, Damage dealt by wielder may not be healed by sources below Level 90, Wielder must be Level 60 or greater and must possess either the ability 'Expert Devastation Synchronization' or 'Expert Void Synchronization'
4 Ageless Weaver's Hat- (Accessory, Hat, Darkness & Earth, 15,500,000 Gold) +15,500 Defense, +15,500 SPI, +1,500 Defense against Stat Damage, Wearer's stats may not be scanned by individuals below Level 60
2 Afterlife Angler's Tendril- (Accessory, Bioaugmentation, Spatial & Light & Darkness, 200,000,000 Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 SPI, 130% Critical, 230% To Hit, Wielder may, once per thread, spend an action to resurrect a target, Wielder ignores the Defense of individuals below Level 60, 5% inflicts Instant Death, Wielder must be Level 40 or greater
Anti-Deific Megacannon Rounds- (Accessory, Ammo, Fate, 240,000,000 Gold) +190,000 Ranged Attack, Wielder cannot miss targets below Level 90, Wielder's 'Ranged Attack' actions deal double Damage (to a max of 1,000,000,000 additional Damage) to Planetaries as a non-stacking effect, Wielder's 'Ranged Attack' actions remove one buff from a Planetary source from each of their targets, this item provides no benefit if its wielder does not have a Gun equipped, Wielder must be Level 60 or greater and must possess the abilities 'Theoretical Mage Scientist' and 'Adept Gunner'
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Anderhauss's Monarch Ruby- (Accessory, Crystal, Fire, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 AGI, +90,000 SPI, +900,000 MP as a non-stacking bonus, 30% Fire Resistance, 30% Nobility Resistance, 30% Magic Resistance, 15% Human Resistance, Wielder's 'Ranged Attack' actions may count as coming from a source who also possesses any combination of the subtypes Insect, Golem, and Elemental, Wielder's 'Ranged Attack' actions may gain '1 hit against 30,000', Wielder must be Level 40 or greater
Anderhauss's Thousand-Faceted Ocean Prison- (Accessory, Crystal, Water, 90,000,000 Gold) +90,000 Melee Attack, +90,000 Magical Attack, +90,000 Defense, +900,000 HP as a non-stacking effect, +900,000 MP as a non-stacking effect, Wielder may choose to count as not possessing the element Water and may choose to remove the element Water from its actions, This item may not have its text altered by individuals below Level 80 without wielder's permission, Wielder may deal 900,000 Flat Water element Damage to every opponent if this item is destroyed, Wielder must be Level 40 or greater
8 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
2 Archetypal Essence-Based Pattern Infusion: Yandere- (Accessory, Other: Mystic Infusion, Light & Darkness & Air & Psychic, 21,000,000 Gold) Wielder's non-offensive actions gain 35% inflicts Charm, Wielder's non-damage-dealing offensive actions may gain 35% inflicts Charm or (30% inflicts Wounded: Bleeding and 40% inflicts Confusion: Fear), Wielder's damage-dealing offensive actions gain 30% inflicts Wounded: Bleeding and 40% inflicts Confusion: Fear, Wielder gains 130% To Hit, Wielder suffers no negative effects from the status effect Charm (but not its sub-status effects) and deals double damage (to a max of 5,000,000 additional points) to individuals that are sources of Charm status effects that wielder is afflicted with that are below Level 60, Wielder's opponents of lower Level than wielder may not leave battle without wielder's permission if they are below Level 40
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
1,572 Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Cardboard Periscope- (Accessory, Gadget, Water, 100 Gold) 100% To Hit
Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
5 Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
1168 Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
2 Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
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Splendidly Woven- Possessor gains '100% inflicts Charm: Impressed', +5,000 Defense, +5,000 to all stats, Smithing Technique
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Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Crown of the High Queen of All Lillies- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Plants below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
22 Dead Khan's Rider's Saddle- (Accessory, Trinket, Physical & Darkness & Air, 15,500,000 Gold) Wielder's Steed transformations gain +15,500 to all stats as a non-stacking bonus
Deck of Treats and Terrors- (Accessory, Magic Item, Darkness, 1,000,000 Gold) Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
4 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
17 Dragon Czar's Crown- (Accessory, Crown, Glory, 200,000,000 Gold) +200,000 to all stats, Wearer's Dragon allies gain +20,000 to all stats as a non-stacking bonus
26 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
Eternal Spirit King's Throne- (Accessory, Magic Item, Glory & Light, 200,000,000 Gold) +200,000 to all stats, 30% Light Resistance, 30% Glory Resistance, Wearer's Spirit allies gain +40,000 to all stats as a non-stacking bonus
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Fake Hawk's Beak- (Accessory, Magic Item, Air & Electrical, 30 Gold) +1 AGI on odd numbered turns
Fatebound Clock- (Accessory, Magic Item, Time & Fate, 400,000,000 Gold) +800,000 MP as a non-stacking bonus, 30% Fate Resistance, 30% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Flame-Holding Bag of Golden Light- (Accessory, Container, Light, 1,100,000 Gold) Wielder gains an additional equipment slot that may be used to equip any one slot worth of Fire element items
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Cadeceus of Gilbezber Remembered- (Accessory, Holy Symbol, Darkness & Acid, 90,000,000 Gold) +90,000 CON, +90,000 MIN, +90,000 SPI, +9,000 Defense against Stat Damage, Healer Magic, Dark Magic, Biomancy, and Divine Magic spells cost wielder 900,000 less MP to cast, Wielder is Immune to Diseased and Plague from sources below Level 80, Wielder must possess the ability 'Devotee of the Broken Doctor's Mask', Wielder must be Level 40 or greater
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
Huntmaster's Suspiciously-Acquired Wizardly Beard- (Accessory, Bioaugmentation, Magic, 40,000,000 Gold) +40,000 MIN, 30% Magic Resistance, Wearer gains the ability 'Wizard', +20% Critical against Magic element Humans, +25,000 to all stats for each piece of equipment wielded by wielder with 'Huntmaster' in its name, to a max of +250,000
Hand of the Sun's Power- (Accessory, Bioaugmentation, Fire & Light & Hope, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, +180,000 SPI, 100% Critical, 200% To Hit, 150% may inflict Impaired: Blind, 80% may inflict Burning, Zealblasted, or Awestruck, Wielder's actions involving the casting of Astral Magic, Leadership, and Divine Magic spells may not be countered by individuals below Level 80, Wielder must be Level 40 or greater
3 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 Resistance, 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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Heart of the World's Forests- (Accessory, Magic Item, Wood & Earth, 50,000,000 Gold) +50,000 CON, +50,000 MIN, +50,000 SPI, +500,000 MP, Wielder may create a Zone of Earth or a Zone of Wood at the start of any round, Wielder's actions may gain '80% inflicts Charm on Plants', 30% Earth Resistance, 10% Plant Resistance, Wearer’s per-item Magic Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 20 or greater
Inferno Gate Diamond- (Accessory, Crystal, Spatial & Nobility, 120,000,000 Gold) Wielder may deal 600,000 Flat Fire element Damage to all entites in the same battlespace at the start of each round (with said choice being made once per round and applying across all possible targets instead of being made on a per-entity basis), Wielder must be Level 35 or greater
2 Lich Juggernaut's Arm- (Accessory, Upgrade, Darkness & Earth, 245,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder gains an additional Weapon slot (to a max of 6) and may, at the start of each round unequip 1 weapon that is in it and/or equip 1 weapon to it, Wielder must be Level 75 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
29 Lilypad Hat- (Accessory, Hat, Water & Earth, 50,000 Gold) +50 Defense, +50 Defense against Water, Wearer gains the subtype Plant
Maiden of Eternal Remorse- (Acccessory, Container, Agony & Time & Spatial & Warding, 300,000,000 Gold) Once per thread, wielder may, when an opponent that is not both above Level 80 and unique dies, choose for said opponent to be unable to be resurrected while wielder is alive and this item is present in the thread and not destroyed, Wielder must be Level 60 or greater and must possess the ability 'Expert Spatial Synchronization', the ability 'Expert Agony Synchronization', or (the ability 'Master Dark Magic Attunement' and the ability 'Adept Spatial Magic Attunement')
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
59 Majesty Core- (Accessory, Other: Mystic Infusion, Glory & Wealth, 800,000,000 Gold) +800,000 to all stats, Wielder is Immune to individuals below Level 40, Wielder is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater, Wielder becomes solely Glory & Wealth element, Wielder must be Level 40 or greater
Manliness Too Great to Be Restrained- (Accessory, Upgrade, Air, 30,000,000 Gold) Wielder is immune to row-shifting effects from sources below Level 60, Wielder's actions cannot be skipped by minor or moderate status effects, Wielder gains Paralysis Immunity, Wielder's turn-order-determining stat may not be unwillingly changed by sources below Level 40, Wielder's actions may not be unwillingly controlled by sources below Level 20, Wielder must be Level 39 or higher
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Master's Silver Bullets- (Accessory, Ammo, Hope & Metal, 150,000,000 Gold) +150,000 Ranged Attack, +150,000 to all stats, Wielder gains the abilities 'Adept Gun Training' and 'Adept Gunslinging Synchronization', this item provides no benefit if its weilder does not have a Gun equipped, Wielder must be Level 40 or greater and must possess one ability whose name includes 'Adept'
Nefarious Turkey’s Monocle- (Accessory, Eyewear, Darkness & Magic, 1,000,000 Gold) +10 Defense, Might do something else in RP threads
Orb of the Dragon Lords- (Accessory, Magic Item, Magic, 160,000,000 Gold) Wielder may control the decisions of Dragons below Level 40, Wielder may control the actions of Dragons below Level 60 that are below wielder's Level, 100% inflicts Charm on Dragon, Wielder must be Level 40 or greater
12 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
Pernicious Mirrordiamond- (Accessory, Crystal, Spatial & Psychic, 110,000,000 Gold) If wielder is below Level 60, whenever wielder performs an action, each side opposing wielder may choose to replicate an instance of said action, to a max of once per such side per round, with said replicated action counting as coming from wielder and only being able to target wielder, but with all decisions made for it being made by the side that chose to replicate it, This item is Cursed and may not be unequipped normally, This item has RP effects
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)
43 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
Relic of Elder Light- (Accessory, Magic Item, Light & Earth, 110,000,000 Gold) +110,000 SPI, +110,000 Defense, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, 20% Darkspawn Resistance, Wielder must be Level 40 or greater
Ring of the Moon's Promises- (Accessory, Ring, Moon & Psychic, 120,000,000 Gold) +120,000 Magical Attack, Wielder's minor status effect infliction chances are increased by 45% as a non-stacking effect, the first time each minor negative status effect would be cured or automatically recovered from by a source below Level 75, it remains present
Silent Inquisitor's Mask- (Accessory, Mask, Darkness & Air, 80,000,000 Gold) +80,000 Defense, Impaired Immunity, Poison Immunity, Suffocation Immunity, Wearer, if below Level 100 and both below Level 80 and not a Demon, cannot cast spells or be the source of buffs
6 Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
6 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
Throne of the Sun- (Accessory, Magic Item, Light, 100,000,000 Gold) Wielder's Solar Being allies, including wielder, gain +5,000 to all stats as a non-stacking buff
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
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
Voidcry Bullets- (Accessory, Ammo, Void & Sonic, 190,000,000 Gold) +190,000 Ranged Attack, 190% inflicts Impaired: Deaf, 110% inflicts Voidstruck, Wielder ignores the Darkness Resistance, Immunity, Absorption, and Reflection of individuals below Level 80, this item provides no benefit if its wielder does not have a Gun eqipped, Wielder must be Level 40 or greater
Wall of White Chocolate, Dreams, and Frivolity that Blocks Access to the Afterlife, Gives the Souls of the Recently Deceased a Tasty Snack, and Sends them Right Back to their Bodies- (Accessory, Magic Item, Whimsy & Wonder & Life & Dream, 500,000,000 Gold) Whenever wielder or one of wielder's allies is killed by a source below Level 60, said individual is immediately resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each), Once per thread per individual, when wielder or one of wielder's allies is killed by a source above Level 59 that is below Level 80, said individual is resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each)
Consumables-
4 Behemoth Steak- (Consumable, Food, Earth, 1 Charge, 5,000,000 Gold) Heals 5,000,000 HP
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
1,440 Bottle of Vinegar- (Consumable, Drink, Acid, 20 Charge, 15,000 Gold) +10 to all stats, +10 Melee Attack, +10 Magical Attack, +10 Ranged Attack, Deals 50 Acid element damage
Candied Mini-Star (2)- (Consumable, Food, Astral & Candy, 1 Charge, 210,000,000 Gold) Target is dealt 2,100,000 Flat Astral & Candy element HP and MP Healing and is afflicted with all minor positive status effects, User must be Level 40 or greater
8 Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item
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
20 Evergarden Farms Carrot- (Consumable, Food, Earth & Fire, 1 Charge, 500,000 Gold) +500 STR, +5% To Hit, stacks 5 times
20 Evergarden Farms Celery- (Consumable, Food, Earth, 1 Charge, 100,000 Gold) +100 to all stats, cures all debuffs from Food consumables worth under 10,000,000 Gold, stacks 50 times
20 Evergarden Farms Corn- (Consumable, Food, Earth, 1 Charge, 250,000 Gold) +250 CON, stacks 50 times
20 Evergarden Farms Hot Peppers- (Consumable, Food, Earth & Fire & Water, 1 Charge, 400,000 Gold) +400 to all stats, stacks 5 times
20 Evergarden Farms Mushrooms- (Consumable, Food, Earth & Darkness, 1 Charge, 200,000 Gold) +200 SPI, +2,000 HP, stacks 5 times
20 Evergarden Farms Peppers- (Consumable, Food, Earth & Fire, 1 Charge, 200,000 Gold) +200 CON, +2,000 MP, stacks 30 times
20 Evergarden Farms Portabello- (Consumable, Food, Earth & Water, 1 Charge, 500,000 Gold) +400 SPI, +400 CON, +5% Resilience, stacks 5 times
20 Evergarden Farms Spinach- (Consumable, Food, Earth, 1 Charge, 500,000 Gold) +500 STR, +500 Melee Attack, +5% Critical, stacks 5 times
Evergarden Specialty Sandwich- (Consumable, Food, Earth & Water & Fire, 2 Charges, 20,000,000 Gold) +200,000 HP, +200,000 MP, +10,000 to all stats, this action counts as coming from as source whose subtype is solely Plant, stacks 3 times
10 Evergarden Vinegar- (Consumable, Drink, Water & Acid, 5 Charges, 5,000,000 Gold) +5% Critical, +5% Resilience, stacks 5 times
3 Fancy Cheeses- (Consumable, Food, Earth, 3 Charges, 400 Gold) +25 HP, +5 MP
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
19 Herbs from Evergarden- (Consumable, Food, Earth & Fire & Water & Light, 1 Charge, 500,000 Gold) +5,000 HP, +5,000 MP, stacks 50 times
Holy Festival Cinnamon Sugar Toast- (Consumable, Food, Fire & Earth, 1 Charge, 64,000 Gold) Heals 11,000 HP, Heals 6,000 MP, +80 CON
Huge Barrel O' Beer- (Consumable, Drink, Water, 20 Charges, 2,000 Gold) +5 CON, 25% Inflicts Drunkenness
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
Leviathan Fillet- (Consumable, Food, Water, 1 Charge, 60,000,000 Gold) Deals 6,000,000 Flat Water element HP Healing
4 Miracle Cure- (Consumable, Medicine, Light & Magic & Technology, 1 Charge, 80,000,000 Gold) 30% Cures Plague from a source below Level 90
Phoenix Gate Body-Rub- (Consumable, Medicine, Fire & Life & Hope, 1 Charge, 145,000,000 Gold) User obtains a non-stacking buff that allows its possessor to optionally resurrect an ally who died to a source below Level 80 while in a battlespace other than the battlespace its possessor is in at the start of each round and that provides its possessor with +60,000 STR
20 Plantcow Cheese- (Consumable, Food, Earth & Water, 1 Charge, 200,000 Gold) +200 to all stats, this action counts as coming from a source that is solely a Plant, stacks 5 times
8 Primordial Sculptor's Clay- (Consumable, Summoning Stone, Earth & Life, 1 Charge, 60,000,000 Gold) Summons one Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
20 Rathmess Farms Bread- (Consumable, Food, Earth, 2 Charges, 300,000 Gold) +3,000 HP, stacks 5 times
Roast Ziz- (Consumable, Food, Air, 1 Charge, 60,000,000 Gold) Deals 6,000,000 Flat Air element HP Healing
2 Rod of Magic Leyline Redirection and Collection- (Consumable, Rod, Magic, 200 Charges, 40,000,000 Gold) User obtains a buff that stacks 5 times and causes user to regenerate 400,000 MP per round
S3cret Bomb- (Consumable, Lethal Item, Fire & Fire & Fire, 3 Charges, 333,333,333 Gold) 3,333,333 Fire element Damage to up to 3 targets if exactly two entities have scanned user's stats and user is not unable to scan its own stats, This item possesses the element Fire three times for purposes of effects that check an item possessing an element multiple times
Sandwich for a REAL MAN- (Consumable, Food, Earth & Physical, 1 Charge, 12,000,000 Gold) +600 STR, +600 CON, +24,000 HP, Cures Confusion, Cures Charm, Cures Stat Drain, target's Activated Sword Abilities that have a chance of activating have a 1% greater chance of activating, does not stack
20 Seed of Brash Resolve- (Consumable, Enchanted Item, Fire & Darkness, 1 Charge, 18,000 Gold) Only affects targets under level 8, Target's attacks all do 2 times normal damage, Target dies if it doesn't kill anything within 5 rounds, does not stack, lasts until the end of battle
267 Sun Jellies- (Item, Food, Light & Hope & Fire, 3 Charges, 60,000,000 Gold) Deals 600,000 Flat Light & Hope & Fire element HP Healing and MP Healing, 100% inflicts Favored
3 Sun Phoenix Tear- (Consumable, Deadly Item, Fire & Light & Atomic, 1 Charge, 80,000,000 Gold) Deals 1,600,000 Flat Light & Fire & Atomic element Damage to up to 30 targets, Ressurrects up to 5 targets if said targets were not killed by a source 40 or more levels higher than themselves, User must be Level 40 or greater
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
10,404 Twelve Purification Sake- (Consumable, Drink, Light & Water, 12 Charges, 12,000,000 Gold) 200% inflicts Poison: Drunk, 50% inflicts Awestruck: Sealed
3 Walrus Nog- (Consumable, Drink, Chaos, 1 Charge, 5,000,000 Gold) 80% inflicts Poison: Drunk, Target, if willing or below Level 60, becomes Chaos element
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
Permanent Consumables-
Assembled Potion-Liquors of the Twelvefold Path of Self-Perfection- (Permanent Consumable, Empowered Item, Magic & Water & Light & Glory, 1 Charge, 120,000,000 Gold) If user does not possess the award 'Walked the Twelvefold Path of Self-Perfection', user gains 1 Base Stat Point, gains the award 'Gained a Base Stat Point Walking the Twelvefold Path of Self Perfection', gains the ability 'Walked the Twelvefold Path of Self Perfection', gains the award 'Walked the Twelvefold Path of Self-Perfection', and may re-distribute its base stat points
1,700 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
38 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
Scroll of Profound Secrets- (Permanent Consumable, Empowered Item, Earth & Air & Magic, 1,000,000 Gold) Gives target 5 Bonus Weeks
The Greatest Feast Imagined Across the Many Worlds- (Permanent Consumable, Empowered Item, Dream & Spatial & Time & Glory & Wonder, 1 Charge, 2,000,000,000 Gold) User gains the ability 'Partook of the Greatest Feast Imagined Across the Many Worlds' and the award 'Partook of the Greatest Feast Imagined Across the Many Worlds'
Items-
*Gold Trophy Sword of the Slayers Association- (Item, Antiquity, Light & Physical, 2,000,000 Gold)
4 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
2 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
'The Professional Guide to Setting Up a Totes Sweet Gymnasium'- (Item, Antiquity, Physical, 60,000,000 Gold)
'Your Friend the Rock!'- (Item, Antiquity, Physical, 800 Gold)
Aetherium: Caelumtype- (Item, Material, Illusion, 120,000,000 Gold)
2 A Huge Grill Shaped Like an Egg- (Item, Antiquity, Fire, 65,000 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
Bascaradine Credit Card Type C: Silver Version- (Item, Quest Item, Technology, 50,000 Gold)
Ball that Perpetually Bounces Until Stopped- (Item, Antiquity, Air & Magic, 16,000 Gold)
5 Beaked Thing's Mask (Greater)- (Item, Antiquity, Darkness, 20,000,000 Gold)
Blood Mirage Trophy (20+ Bracket)- (Item, Antiquity, Illusion & Destruction, 10,000,000 Gold)
2 Bottled Dreamstuff- (Item, Material, Magic & Psychic, 5,500,000 Gold)
16 Chart of Alien Stars- (Item, Antiquity, Darkness & Astral, 100,000 Gold)
Chucklesteel- (Item, Material, Whimsy & Fire & Air, 750,000 Gold)
24 Clay of the Great Beasts- (Item, Material, Earth & Life, 55,000,000 Gold)
2 Cobalt Egg of Purrik'Ri- (Item, Antiquity, Fate & Spatial & Light & Darkness & Time, 450,000,000 Gold)
102 Codex of the Ancients- (Item, Crafting Equipment, Technology, 250,000,000 Gold) Is not consumed in combos unless specifically noted
9 Dark Matter- (Item, Material, Darkness & Technology & Astral, 95,000,000 Gold)
Dark War Iron- (Item, Material, Darkness & War & Destruction, 3,500,000 Gold)
22 Death Worm Hide- (Item, Antiquity, Darkness & Acid, 5,000,000 Gold)
Defiant Iron- (Item, Material, War & Glory & Metal, 160,000,000 Gold)
Defiant Iron (2)- (Item, Material, Will & Metal, 160,000,000 Gold)
Diamond of Distant Worlds- (Item, Material, Earth & Air & Fire & Water & Spatial, 36,000,000 Gold)
150 Dragon Czar's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 8,700,000 Gold)
7 Dragon Lord's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 87,000,000 Gold)
44 Dry Bandages- (Item, Antiquity, Earth, 160 Gold)
351 Elemental Domain Core: Air- (Item, Antiquity, Air, 80,000,000 Gold)
344 Elemental Domain Core: Earth- (Item, Antiquity, Earth, 80,000,000 Gold)
327 Elemental Domain Core: Fire- (Item, Antiquity, Fire, 80,000,000 Gold)
Elemental Domain Core: Time- (Item, Antiquity, Time, 160,000,000 Gold)
325 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
Enigma-Process Matter- (Item, Material, Mystery, 50,000,000 Gold)
Evolution- (Item, Material, Evolution, 5,000,000 Gold)
2 Fated Cobalt- (Item, Material, Fate, 240,000,000 Gold)
46 Fenrishide- (Item, Material, Physical & Earth, 55,000,000 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
7,162 Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
Figure of Obvious Wealth- (Item, Antiquity, Wealth, 2,000,000 Gold) The Gold value of wielder's equipped items is doubled, to a max of 1,000,000,000 additional Gold
12 Fish of the Month Ticket (Item, Ticket, Water, 5,000 Gold)
2 Four-Element Domain Core- (Item, Antiquity, Earth & Air & Fire & Water, 240,000,000 Gold)
2 Frame From a Shadow-Entity Containing Portrait- (Item, Antiquity, Darkness & Magic, 60,000 Gold)
Gatelord's Diamond- (Item, Material, Spatial & Nobility, 220,000,000 Gold)
Glory-Gilded Gravy Boat- (Item, Antiquity, Light & Glory, 5,000,000 Gold)
2 Great Demon's Essence- (Item, Antiquity, Darkness & Fire & Destruction & Chaos, 30,000,000 Gold)
4 Great Spider's Silk- (Item, Material, Earth & Darkness, 15,500,000 Gold)
Giant Cerberus Plushie- (Item, Antiquity, Fire & Darkness, 900,000 Gold)
20 Glass Jar- (Item, Antiquity, Earth & Ice, 200 Gold)
Holy Festival Recipe Book- (Item, Regent, Universe, 200,000 Gold) Is not consumed in combos unless specifically noted
Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)
Key of Fate from the House of Horror- 'A Hunt with a Deadly Foe'- (Item, Key, Darkness & Fate, 200,000 Gold)
Key of Fate from the House of Horror- 'Find a Way to Come Back'- (Item, Key, Darkness & Fate, 200,000 Gold)
60 Khan's Treasures- (Item, Antiquity, Earth & Air, 15,500,000 Gold)
1 | Leprechaun's Magical Pot o' Gold- (Item, Resource, Magic & Wealth, 50,000,000 Gold) This item produces 5,000,000 Gold at the start of each month
Lesser Warp Drive- (Item, Material, Technology, 12,000,000 Gold)
7 List of the Departed and Their Fates- (Item, Antiquity, Darkness & Light, 30,000,000 Gold)
Life Element Core- (Item, Material, Life, 10,000,000 Gold)
Meteor of Abandoned Dreams- (Item, Antiquity, Astral & Time & Psychic, 65,000,000 Gold)
Mindglass Teapot- (Item, Antiquity, Psychic & Earth & Water, 35,000,000 Gold)
3 Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
Nation Key- (Weapon, Deadly Item, Spatial & Law, 50,000,000 Gold) +50,000 Magical Attack, Wielder's 'Magical Attack' actions cannot miss Large Structures below Level 60 and ignore the Defense of Large Structures below Level 60
1,255 | Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
148 Orochi Plushie- (Item, Antiquity, Darkness & Acid & Water & Fire & Earth & Air & Electrical & Light, 88,888,888 Gold)
Panopticum- (Item, Antiquity, Earth, 90,000,000 Gold)
Passport to Ganseel- (Item, Antiquity, Technology, 900 Gold)
Planetwide Spawn Table: Lions (Level 1-79)- (Item, Spawn Table, Life & Earth & Physical & Air, 200,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
1 | Record of the Endliners- (Item, Crafting Equipment, Technology & Time, 350,000,000 Gold) Is not consumed in combos unless specifically noted
Ruinous Evil Essence- (Item, Antiquity, Darkness & Fire & Destruction, 30,000,000 Gold)
270 Solar Flame- (Item, Antiquity, Light & Hope & Fire, 60,000,000 Gold)
Space Glass- (Item, Material, Spatial, 20,000,000 Gold)
376 Spatial Domain-Core-Linking Crystal- (Item, Antiquity, Spatial, 100,000,000 Gold)
3 Suncrow Feather- (Item, Antiquity, Fire & Light & Atomic, 30,000,000 Gold)
23 The Sound of a Horrid Clocktower's Ticking- (Item, Antiquity, Time & Darkness, 365,000 Gold)
2 Thunderhide- (Item, Material, Electrical, 15,500,000 Gold)
39 Tome of Esoteric Monsters- (Item, Antiquity, Earth & Darkness & Magic, 75,000 Gold)
Unbowed Iron- (Item, Material, Nobility & Glory & Metal, 140,000,000 Gold)
3 Unobtainium- (Item, Material, Technology & Energy & Astral, 90,000,000 Gold)
7 Unreality Leaves- (Item, Antiquity, Dream, 100,000,000 Gold)
6 Useless Thing- (Item, Useless Thing, Junk, 1 Gold)
Whoafunky Pattern-Diamond- (Item, Material, Spatial & Illusion & Earth, 30,000,000 Gold)
World Tower Trophy- (Item, Antiquity, Spatial & Life, 1,000,000 Gold)
Crystals-
Acid Crystal Piece- (Item, Material, Acid, 5,000 Gold)
Water Crystal Piece- (Item, Material, Water, 5,000 Gold)
Darkness Crystal- (Item, Material, Darkness, 20,000 Gold)
Fire Crystal- (Item, Material, Fire, 20,000 Gold)
Psychic Crystal- (Item, Material, Psychic, 20,000 Gold)
Greater Light Crystal- (Item, Material, Light, 1,000,000 Gold)
Property-
Property:
*The Crimson Citadel- (Item, Property, Fire, 15,000,000 Gold)
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*The Forest of Bells- (Item, Property, Air & Wood & Magic, 15,000,000 Gold)
*Palace of Painted Wars- (Item, Property, War & Glory & Magic, 200,000,000 Gold)
110 Black Clocktower- (Item, Property, Time & Darkness & Fate, 90,000,000 Gold)
Boat of Simian Poker Games- (Item, Property, Water & Psychic, 589,000 Gold)
Corruption-Repelling, World-Screen-Warded, Deifically-Administratable, Gate-Joined, Continent-Sized Afterlife-Realms of Paradisic Lands and Dancing Inferno- (Item, Property, Fire & Spatial & Hope & Glory, 4,500,000,000 Gold)
Datawind Tower- (Item, Property, Air & Technology, 30,000,000 Gold)
Demiplane Full of Pasta- (Item, Property, Fire & Earth & Water, 45,000,000 Gold)
Domain of the Inner Heart- (Item, Property, Fire & Light & Magic & Psychic & Spatial & Time, 70,000,000 Gold)
6 Eerily Accurate Weather Studio- (Item, Property, Air & Electrical & Water & Earth, 20,000,000 Gold)
Extraplanar Country of Cartoon Bears with a High Occurance Rate of Funny Mustaches- (Item, Property, Whimsy & Spatial & Earth, 65,000,000 Gold)
Garden of Broken Clocks- (Item, Property, Time, 15,000,000 Gold)
Great Ocean of Blessed Sake- (Item, Property, Light & Water & Wonder, 500,000,000 Gold)
Horse: The Store: The Movie: The Game: The Comic: The Documentary: The Theme Park- (Item, Property, Water & Earth, 3,800,000 Gold)
House of the Owl- (Item, Property, Air & Darkness & Void & Mystic, 68,000,000 Gold)
Hundred-Mile Well of Spiders- (Item, Property, Darkness & Water & Earth, 30,000,000 Gold)
Mountain of Undead Bodies- (Item, Property, Darkness, 70,000,000 Gold)
Nostalgic Dreamland- (Item, Property, Dream & Time, 36,000,000 Gold)
Palace-Sun- (Item, Property, Light, 1,400,000,000 Gold)
Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Pocket Dimension: Cloud-Domain of the Tower of Wings- (Item, Property, Air, 165,000,000 Gold)
Pocket Dimension: Domain of the Antlered Palace- (Item, Property, Earth & Water, 75,000,000 Gold)
Pocket Dimension: Garden of Sweets- (Item, Property, Hope & Ice & Air & Earth & Whimsy, 70,000,000 Gold)
Pocket Dimension: Ocean of Inky Faces- (Item, Property, Water & Darkness, 185,000,000 Gold)
Pocket Dimension: Pillar Amongst Mist- (Item, Property, Earth & Air, 70,000,000 Gold)
Pocket Dimension: Pond of Water- (Item, Property, Water, 90,000 Gold)
Pocket Dimension: Sands of Magic- (Item, Property, Magic & Earth & Fire, 95,000,000 Gold)
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold)
3 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
16 Sea Emerald- (Item, Material, Water, 36,000,000 Gold)
Secure Bascaraspace Fortress-Structure Sealed Against Corruption- (Item, Property, Technology & Hope, 850,000,000 Gold)
16 Sky Sappphire- (Item, Material, Air, 36,000,000 Gold)
Square Mile of Black Star on a Random World- (Item, Property, Darkness, 1,990,000 Gold)
Square Mile of Volcanic Mountains on a Random World- (Item, Property, Fire, 420,000 Gold)
Teahouse Between Heaven and Hell- (Item, Property, Light & Darkness, 80,000,000 Gold)
2 Underworld Gate- (Item, Property, Darkness, 30,000,000 Gold)
Virtual Themepark-World- (Item, Property, Technology & Whimsy & Commerce, 80,000,000 Gold)
34 World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold)
Citadel of the Ancient Wiseman- (Item, Property, Mystic, 400,000,000 Gold)
88 Drifting Sky- (Item, Property, Air, 400,000,000 Gold)
Endless World-Connecting Staircase- (Item, Property, Spatial, 400,000,000 Gold)
124 Flowing Core- (Item, Property, Fire, 400,000,000 Gold)
Fourfold, Difting Shell-Style Mini-Planet- (Item, Property, Earth & Air & Fire & Water, 600,000,000 Gold)
Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Lesser Suncore- (Item, Property, Light & Fire, 400,000,000 Gold)
Living World's Heart- (Item, Property, Life & Blood, 400,000,000 Gold)
Living World's Vein-Caverns- (Item, Property, Life & Blood, 400,000,000 Gold)
Master Diviner's Scrying-Water Ocean- (Item, Property, Water & Magic, 400,000,000 Gold)
Metal Continental Plate- (Item, Property, Earth, 400,000,000 Gold)
Metal Continental Plate Covered In Numerous Spikes- (Item, Property, Earth, 400,000,000 Gold)
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold)
Miniature Star Linked to Selereth Helios- (Item, Property, Astral & Hope, 400,000,000 Gold)
Mirage Sky- (Item, Property, Air & Illusion, 400,000,000 Gold)
Mirror-Water Ocean- (Item, Property, Water, 400,000,000 Gold)
80 Mobile Continent- (Item, Property, Earth, 400,000,000 Gold)
80 Mobile Ocean- (Item, Property, Water, 400,000,000 Gold)
Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
Ocean Full of Strange Sealife- (Item, Property, Water, 400,000,000 Gold)
Ocean of Illusory Fish- (Item, Property, Water & illusion, 400,000,000 Gold)
Origin-Pulse Worldcore- (Item, Property, Life, 400,000,000 Gold)
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold)
Sea of Void- (Item, Property, Water & Darkness & Void, 400,000,000 Gold)
Silent Dreaming Worldheart- (Item, Property, Magic, 400,000,000 Gold)
Small Artificial Sun- (Item, Property, Light & Fire, 400,000,000 Gold)
Wonderous Dreamfont- (Item, Property, Dream & Wonder, 400,000,000 Gold)
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold)
Worldheart of Enthroned Heroes- (Item, Property, Glory, 400,000,000 Gold)
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold)
Worldwide Teleportation-Layline Network- (Item, Property, Spatial, 400,000,000 Gold)
World With a Burning Sky, Burning Ground, Burning Sea, and Burning Core- (Item, Property, Fire, 800,000,000 Gold)
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold)
Spawn Tables-
Baseball Players (Level 1-10) Spawn Table- (Item, Antiquity, Air & Physical, 420,000 Gold)
Coral Reef Wildlife (Level 1-10) Spawn Table- (Item, Antiquity, Water, 460,000 Gold)
Crustaceans (Level 1-10) Spawn Table- (Item, Antiquity, Water & Earth, 360,000 Gold)
Encounter Table: Cavern Filled With Oozes, Level 3-8 Encounters- (Item, Property, Water & Acid, 84,000 Gold)
Hollow-Souls (Level 40-60) Spawn Table- (Item, Spawn Table, Darkness & Light & Void, 40,000,000 Gold)
Lazy Male Humans (Level 1-5) Spawn Table- (Item, Antiquity, Earth & Physical, 300,000 Gold)
Marsh Insects (Level 1-10) Spawn Table- (Item, Antiquity, Water & Air & Acid, 340,000 Gold)
Nocturnally-Dangerous Graveyard (Level 10-20) Spawn Table- (Item, Antiquity, Darkness, 670,000 Gold)
Forest-Dwelling Insects (Level 1-10) Spawn Table- (Item, Antiquity, Earth & Air, 320,000 Gold)
Pond-Dwelling Wildlife (Level 1-10) Spawn Table- (Item, Antiquity, Water & Acid, 305,000 Gold)
Sun Temple (Level 21-30) Spawn Table- (Item, Antiquity, Light, 710,000 Gold)
Weak Assholes Who Try to Use Underhanded Methods to Win Fights But Fail at That Too, Because They Tend to Suck at Everything (Level 1-4) Spawn Table- (Item, Antiquity, Physical & Psychic, 60,000 Gold)
Godseeds:
Godseed: Harvest- (Item, Material, Earth & Life, 180,000,000 Gold)
3 Godseed: Love- (Item, Material, Fire & Light, 180,000,000 Gold)
16 Godseed: War- (Item, Material, War & Destruction, 180,000,000 Gold)
Nifty New Materials:
Blood Juggernaut Iron- (Item, Material, Earth & Metal & War & Destruction & Blood, 130,000,000 Gold)
Citadel Basalt- (Item, Material, Fire & Darkness & Earth & Warding, 170,000,000 Gold)
Darkest-Union Iron- (Item, Material, Metal & Darkness & Fire & Magic & Hope, 70,000,000 Gold)
Defenselessness- (Item, Material, Physical & Null, 1,000,000 Gold)
Ensnared Scream of the Night Void- (Item, Antiquity, Darkness & Aether & Sonic & Astral, 180,000,000 Gold)
2 Gateglass- (Item, Material, Spatial, 90,000,000 Gold)
Kookytanium- (Item, Material, Chaos, 70,000,000 Gold)
Lawful Mindcog- (Item, Antiquity, Technology & Law & Psychic, 60,000,000 Gold)
Mirror-Realm Quicksilver- (Item, Material, Water & Earth & Light & Magic, 90,000,000 Gold)
Quilt Embroidered with the Horrors of the Void- (Item, Antiquity, Darkness & Astral, 80,000,000 Gold)
2 Shimmering Metal from Between the Planes- (Item, Material, Light & Darkness & Spatial, 120,000,000 Gold)
The Bottled Sound of Cosmic Joy- (Item, Antiquity, Astral & Hope & Sonic, 210,000,000 Gold)
This-Is-About-To-Turn-Into-A-Combo-Slot-Devouring-Transformation-Or-Pet-Again-Ite- (Item, Material, Null, 100 Gold)
Voidblank Steel- (Item, Material, Void & Darkness, 90,000,000 Gold)
Zeroed-Out Code- (Item, Antiquity, Technology, 100 Gold)
Inherent Spells-
Colossus Smash- (Spell, Combat Arts, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 100% inflicts Fatigued: Stun, Caster may change target's row to the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be wielding a Sword, Axe, or Hammer, Caster must be Level 40 or greater
Dimension Lock- (Spell, Gate Magic, Spatial, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not exit the battlespace caster is in without caster's permission, Caster must be Level 40 or greater
Grapple- (Spell, Combat Arts, Physical, 50 MP, 60,000 Gold) (Caster's STR/100 rounded down- Target's STR/100 rounded up , with a final max of 75)% inflicts Paralysis, This chance increases by 5% for each open weapon slot caster has, to a max of 2 open slots, This spell does not work on targets more than 2 levels higher or targets over level 50, this Parlaysis has a 95% chance of wearing off each turn that caster does not maintain this spell
Prepare Feast- (Spell, Other: Culinary Arts, Earth & Light & Air, 4,500 MP, 1,700,000 Gold) +1,600 Melee Attack, +1,600 Ranged Attack, +1,600 Magical Attack, Heals, Cures any one minor status effect if caster has the ability Chef, deals 1/4 damage, 1 hit against 40, this spell takes 5 consecutive actions to cast unless its caster has the ability Chef and is at least Level 17
White-Hot Punch- (Spell, Unarmed Technique, Physical, 1,000 MP, 1,000,000 Gold) +2,000 Melee Attack, 90% inflicts Burning, May not be cast by anyone who has any weapons equipped
Spells-
*Variable Fading Call: Azzhelossi: Skeletal Wind Blade- (Spell, Summoning, Air, 8,000 MP, 245,000 Gold) Performs an action as though a Azzhelossi: Skeletal Wind Blade were performing said action
2 Ancient Pyre- (Spell, Other: Ancient Magic, Fire, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, This action ignores the Resistances and Immunities of targets below Level 40, Individuals killed by this action cannot be resurrected by sources below Level 40
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ancient Seal of Light- (Spell, Other: Ancient Magic, Light, 240,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ancient Wind- (Spell, Other: Ancient Magic, Air, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, All buffs and debuffs with target as a source are removed if target is below Level 40, All buffs present on target with sources below Level 40 are removed if target is below Level 40, All of target's summons are unsummoned if target is below Level 40 and if said summons are below Level 40 (as well as those summons' summons and all future generations of summons, provided that all are below Level 40)
3,035 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
Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped
2 Breathe the Mist of Dreams- (Spell, Shaman Magic, Magic & Psychic & Air, 150,000 MP, 15,500,000 Gold) Caster and up to 3,000 of caster's allies obtain +15,500 SPI as a non-stacking buff that lasts until the end of the round
4 Call Dragons- (Spell, Other: Dragon Magic, Magic, 1,000,000 MP, 170,000,000 Gold) Caster summons up to 5 Dragons below Level 80 that are normally fightable for drops from the Enemy List, Max 5 summoned, Caster must be Level 40 or greater
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
2 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
10 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
Call Unto Metal- (Spell, Elemental Magic, Metal, 150 MP, 110,000 Gold) Either +150 Magical Attack, changes target ally's next attack's element to Metal, scans the user's enemies to determine if any of them are Metal element, or gives target 5% Metal Resistance
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Call Unto Metal (2)- (Spell, Bardic Music, Metal, 150 MP, 110,000 Gold) Non-unique Bardic Music spells cast by caster become solely Metal element, and, if they possess a Magical Attack bonus, have said bonus increase by 110 points, stacks 2 times
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
Catastrophic Nova Flash- (Spell, Other: Catastrophe Magic, Destruction & Astral & Glory & Fire & Light, 1,200,000 MP, 320,000,000 Gold) +640,000 Magical Attack, 60% inflicts Devastated, 120% inflicts Burning, 120% inflicts Awestruck, 180% may inflict Antimatter, 80% may inflict Manablasted, 80% may inflict Overloaded, deals 1/2 Damage, 1 hit against 4,000,000, 50% this action hits all non-Solar-Being allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, This action ignores the Resistances, Immunities, Reflections, and Absorptions of indivduals below Level 50, This spell's subtype may be changed to Astral Magic at the beginning of a thread, Caster must by Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
7 Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
Construct Dark Matter Golem- (Spell, Golomancy, Darkness & Technology & Astral, 1,800,000 MP, 90,000,000 Gold) Summons 1 Dark Matter Golem from the enemy list, Costs 360,000,000 Gold to cast, takes 200 actions to cast
Continent Toss- (Spell, Unarmed Technique, Earth & Physical & Air, 2,000,000 MP, 200,000,000 Gold) +200,000 Ranged Attack, 150% inflicts Fatigued: Stun, 100% inflicts Entombed, Caster must be Level 40 or greater and must have 36,000 STR or greater
Control Animals- (Spell, Enchantment, Earth, 500,000 MP, 95,000,000 Gold) Caster gains control of the decisions made by target Animal that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
6 Control Aquatics- (Spell, Enchantment, Water, 500,000 MP, 95,000,000 Gold) Caster gains control of the decisions made by target Aquatic that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
4 Control Aerials- (Spell, Enchantment, Air, 500,000 MP, 95,000,000 Gold) Caster gains control of the decisions made by target Aerial that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
3 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
Crown of Absolute Mirage- (Spell, Illusion Magic, Illusion, 3,500,000 MP, 330,100,000 Gold) Once per round, as a non-stacking buff, caster gains a (100-(selected target's Level/2, rounded down))% chance of being able to change all targets of any one action from a non-unique, non-elite source below Level 99 that does not possess the ability Adept Diviner, Caster must be Level 60 or greater
9 Dark Banquest- (Spell, Demon Magic, Darkness, 7,500 MP, 1,460,000 Gold) If any attack of caster or one of up to 10 other allied targets kills an individual which is an Undead, Human, Humanoid, Animal, Aerial, Aquatic, Dragon, Monster, Celestial, Angel, Deva, Fae, or Insect, then said individual is healed for an amount of HP and MP equal to 1/30 the slain target'ss max HP or max MP (recipient’s choice which), to a max of 600,000 HP and MP for non-Demon, non-Fiends and a max of 1,200,000 HP and MP for Demons and Fiends, lasts 86,400 rounds, does not stack
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
22 Death Spray- (Spell, Biomancy, Darkness & Acid, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
2 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 Desync- (Spell, Chronomancy, Time & Darkness, 5,000 MP, 6,000,000 Gold) Target may not delay its actions
Detect Curses (Greater)- (Spell, Divination, Light & Magic, 15,000 MP, 5,000,000 Gold) Caster is informed of the full text of all debuffs that can be applied directly by abilities, items, constant effects, or spells possessed by opponents below Level 60, Caster becomes Immune to debuffs from sources below Level 20, Has RP effects
Drink Your Sorrows Away- (Spell, Other: Culinary Arts, Water & Light & Darkness, 65,000 Gold) Cures Confusion: Depression, Inflicts Poison: Drunk
Elemental Initiation: Metal- (Spell, Elemental Magic, Metal, 22,000 MP, 220,000 Gold) Caster obtains a buff that causes Metal to count as a Base Element in battles that caster creates, individuals of Level 60 or greater may spend an action in either a battle that said buff's possessor is present in or in a battle created by said individual to cause said effect's text to become blank, does not stack
Elementalizing Portents of Metal- (Spell, Enchantment, Metal & Fate, 150 MP, 110,000 Gold) Target, if target is either below Level 40 or willing, becomes solely the element Metal at the start of the round 5 rounds from the casting of this spell
Endfeast- (Spell, Other: Culinary Arts, Earth & Air & Water, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Heals, Heals 10,000 Stat Damage from each stat, cures all minor and moderate negative status effects, +10,000 to all stats, 1 hit against 50, does not stack, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Endless Nein!- (Spell, Leadership, Air & Darkness, 999,999 MP, 99,999,999 Gold) Caster causes target individual below Level 60's next action to have a 9% chance of having no effect, with said effect not stacking and with this action, if a single-target 'Cast a Spell' action, repeating itself at the start of each round that none of its caster's other actions have repeated on, Only affects targets who are not 9 or more Levels greater than caster
12 Eternal Love- (Spell, Enchantment, Light & Fire, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
Fat Mallard Drumstick Danmaku- (Spell, Other: Danmaku, 300,000 MP, Physical & Air & Water, 30,000,000 Gold) +30,000 Ranged Attack, 3,000 AGI Damage, May deal HP Healing instead of HP Damage, Actions involving this spell gain an additional +30,000 Ranged Attack and deal 3,000 additional AGI Damage if caster possesses at least 5 Chef abilities, 100% inflicts Fatigued: Slow, 100% inflicts Stat Drain: AGI Drain. 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.
Fire Envoy’s Crashing Flames- (Spell, Elemental Magic, Fire, 80 MP, 65,000 Gold) +69 Magical Attack, deals 1.2 times normal damage and has a 50% chance of inflicting 1 hit against 5 if used before any foes act, Call Unto Fire must have been cast already in order for this spell to be castc
Firestorm (2)- (Spell, Wizard Magic, Fire, 15,000 MP, 30,000,000 Gold) +15,000 Magical Attack, 1 hit against 30
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
7 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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
10 Great Wall- (Spell, Protection Magic, Magic & Earth, 6,000,000 MP, 99,000,000 Gold) Caster and all of caster's allies take half damage from sources below Level 60, lasts 5 rounds, Caster must be at least Level 40
Hands of a Living Cosmos- (Spell, Golomancy, Darkness & Astral, 950,000 MP, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, 60% inflicts Paralyzed, 60% inflicts Voidstruck, 25% inflicts Vanished, Caster must be Level 40 or greater
Hollow Prison of the Ancients- (Spell, Other: Ancient Magic, Spatial & Air, 960,000 MP, 54,000,000 Gold) +54,500 Magical Attack, May deal no Damage, Targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, 5% non-unique targets below Level 60 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
20 Illusory World- (Spell, Illusion Magic, Illusion, 400,000,000 MP, 215,000,000 Gold) Caster creates a Battlespace and moves any number of individuals below caster's Level who are below Level 70 and do not possess the ability 'Adept Diviner' into it, The actions of all individuals below Level 60 in said Battlespace fail, Caster may target individuals in said Battlespace, Caster must be Level 60 or greater, Can sculpt worlds of illusions in RP threads
Imma' Bowlin' W/ This Warship, Bro!- (Spell, Unarmed Technique, Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 60 and has lower Strength than caster or is below Level 40, 60% inflicts Fatigued: Stun, 60% inflicts Confusion, This spell may gain the Anarchomancy subtype when cast, Caster must be Level 40 or greater
Invoke Era: Post-Apocalyptic Nuclear Winter- (Spell, Other: Time Magic, 3,200,000 MP, 160,000,000 Gold) Caster creates a Zone of Ice & Darkness & Time & Atomic that may not be removed by sources below Level 60 and attaches a non-stacking effect to it that causes individuals within it to be unable to obtain or benefit from Light-element buffs from sources below Level 80 that are not also Technology-element or Atomic-element, Said zone also has an effect attached to it that makes Zones of Light unable to be created by sources by Level 80 or greater in the same battlespace, This zone counts as a Chronogeomantic Zone as a non-stacking effect attached to said zone, Caster must be Level 40 or greater, Has RP effects
It's Raining Burning Lions!- (Spell, Anarchomancy, Fire & Physical, 12,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 30% Inflicts Burning, 40% inflicts Wounded, 30% inflicts Confusion, 30% inflicts Confusion: Fear, this action may gain 1 hit against 1,000 and deal 1/3 Damage
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Large Fireball Projection- (Spell, Elementalist Magic, Fire, 90 MP, 86,000 Gold) +80 Magical Attack, gains +50 Magical Attack, to a max of +8,000 Magical Attack, for each Martial Artist ability, Elementalist ability, or Monk ability possessed for each empty weapon slot or weapon slot occupied by a Staff, 3% inflicts Burning if at least 10 such abilities are possessed, Call Unto Fire must have been cast to cast this spell
782 Mass Greater Plague- (Spell, Dark Magic, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
753 Mass Greater Plague (2)- (Spell, Biomancy, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
Mass Greater Plague- (Spell, Dark Magic, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mass Greater Plague (2)- (Spell, Biomancy, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
Miracle- (Spell, Divine Magic, Light & Darkness, 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, Costs 5,000 XP and 1,000,000 Gold to cast, Casster must have a Patron Deity, Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
24 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 One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Oni Lord's Wrestling Maneuver- (Spell, Unarmed Technique, Earth & Physical, 3,100,000 Gold) +3,000 Melee Attack, This action may deal no HP Damage, 30% inflicts Paralyzed, (100 - target's Level)% target, if below Level 40 and below caster's Level, skips its next action if its STR and AGI are both lower than caster's STR, with a max of 5 of such actions being skipped per target, per battle, Caster may not have any Weapons equipped
2 Plague (2)- (Spell, Biomancy, Darkness & Acid, 180,000 MP, 90,000,000 Gold) 20% inflicts Plague, Caster must be Level 40 or greater
2 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 Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 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
Silver Palm- (Spell, Unarmed Technique, Physical, 500 MP, 157,000 Gold) +355 Melee Attack, +15% Critical for this attack, Cannot be used if any weapon slots are occupied
4 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'
2 Sky's Motion- (Spell, Shaman Magic, Air, 155,000 MP, 15,500,000 Gold) +15,000 AGI, does not stack
2 Spiritual Communion of the Plains and Sky- (Spell, Spirit Magic, Air & Earth, 155,000 MP, 15,500,000 Gold) Caster may cast treat Geomancy spells that require the terrain or phantom terrain to be 'Plains' or 'Sky' as Spirit Magic spells
6 Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Superfast Zone-Distortion- (Spell, Other: Time Magic, 24,000,000 Gold) Caster creates a Zone of Time and attaches an effect to it that gives all entities in it +24,000 to their turn-order-determining stat sums for turn-order-determining purposes as a non-stacking effect and that inflicts Augmented: Haste on every entity in it at the start of each round
Superslow Zone-Distortion- (Spell, Other: Time Magic, 24,000,000 Gold) Caster creates a Zone of Time and attaches an effect to it that gives all entities in it -24,000 to their turn-order-determining stat sums for turn-order-determining purposes as a non-stacking effect and that has a 200% chance of inflicting Impaired: Slow on every entity in it at the start of each round
7 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
34 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
Throw Mountain- (Spell, Combat Arts, Earth & Physical, 10,000 MP, 90,000,000 Gold) +80,000 Ranged Attack, 60% inflicts Fatigued: Stun, Caster may count as wielding an additional Deadly Item or Throwing Weapon for purposes of this action, may gain 1 hit against 10 and deal 1/4 damage, Caster must have at least 25,000 STR
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Tragic Curse- (Spell, Dark Magic, Darkness & Magic & Fate, 40,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 1,000 Stat Damage to any one stat, 60% inflicts any one minor negative status effect, -600 to any three chosen stats, 60% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times, Caster must be Level 20 or greater
Transmute Arms: Rending Claws of the Roaring Lion- (Spell, Transmutation, Magic, 700 MP, 320,000 Gold) Target gains +790 Melee Attack and +10% Critical for each unfilled Weapon slot, target’s Melee Attacks have a 20% chance of inflicting Fear if target has at least two unfilled weapon slots, Target gains +300 AGI if target has at least two unfilled weapon slots, Target’s Melee Attacks gain a 1% chance of inflicting Wounded if target has at least two unfilled weapon slots, Target regenerates 500 HP per turn if target Melee Attacked the last turn and has at least two unfilled weapon slots, target loses these bonuses if those slots become filled, overrides other Transmute Arms spells, This entire effect counts as a single buff, does not stackw/
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
Word Which Makes the Sky Bleed Fire that Turns Cities to Ash- (Spell, Other: Ancient Magic, Fire, 24,000 MP, 12,000,000 Gold) +12,000 Magical Attack, deals double Damage (to a max of 10,000,000 additional Damage) to Large Structures below Level 60, 100% Inflicts Burning, this action, at the cost of 240,000 MP, may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Transmute Arms: Rending Claws of the Roaring Lion- (Spell, Transmutation, Magic, 0 MP, 320,000 Gold) Target gains +1,580 Melee Attack and +10% Critical for each unfilled Weapon slot, targetA¢a?¬a?¢s Melee Attacks have a 20% chance of inflicting Fear if target has at least two unfilled weapon slots, Target gains +300 AGI if target has at least two unfilled weapon slots, TargetA¢a?¬a?¢s Melee Attacks gain a 1% chance of inflicting Wounded if target has at least two unfilled weapon slots, Target regenerates 500 HP per turn if target Melee Attacked the last turn and has at least two unfilled weapon slots, target loses these bonuses if those slots become filled, overrides other Transmute Arms spells, This entire effect counts as a single buff, does not stack
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Multitendril Strike- (Spell, Unarmed Technique, Physical, 8,000 MP, 21,000,000 Gold) +41,000 Melee Attack, 2 hits against 1, Caster may choose to gain 12 hits against 1 and deal 1/2 damage if caster has no weapons equipped
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Sensei Flare- (Spell, Wizard Magic, Magic & Destruction, 495,000 MP, 100,555,918 Gold) +500,000 Magical Attack, Caster's per-item Magical Attack cap is multiplied by 5 for actions including this spell (to a max of 5,000,000 additional points total), Actions including this spell raise the per-item Magical Attack cap of all of caster's allies (including caster) by 50,000 points as a non-stacking buff, Caster may ignore the Defense, Resistances, Immunities, Reflections, and Absorptions of targets below Level 40 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 60, This spell requires 5 actions of charge-up to cast, May only be cast once every 5 rounds, May only be cast by individuals above Level 39
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 80,000,00 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned
Summon Greater Cerberus- (Spell, Summoner Magic, Fire & Darkness, 16,000 MP, 80,000,000 Gold) Summons 1 Greater Cerberus from the Enemy List, Max 1 Summoned
Unexpected Snowman Kiss- (Spell, Golomancy, Ice & Energy, 30,000 MP, 3,000,000 MP) 60% inflicts Confusion: Surprised, 60% inflicts Charm, 30% inflicts Frozen
Variable Fading Call: Great Beast- Tonsett-Dorne, 'Great Camel of the Thousand Crystalline Volcanoes'- (Spell, Druid Magic, Earth & Fire & Crystal, 1,480,000 MP, 148,000,000 Gold) Replicates the effect of any ability performable by a 'Tonsett-Dorne, Great Camel of the Thousand Crystalline Volcanoes' from the Boss List as though an instance of said entity were performing it, This spell additionally counts as a Summoner Magic spell, Caster must be Level 60 or greater and must possess the ability 'Triumphed Against the Second Trial of Tonsett-Dorne's Key'
Wish- (Spell, Wizard Magic, Magic, 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, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Word Which Makes the Sky Bleed Fire that Turns Cities to Ash- (Spell, Other: Ancient Magic, Fire, 24,000 MP, 12,000,000 Gold) +12,000 Magical Attack, deals double Damage (to a max of 10,000,000 additional Damage) to Large Structures below Level 60, 100% Inflicts Burning, this action, at the cost of 240,000 MP, may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Worldpiece Danmaku- (Spell, Other: Danmaku, Earth & Air & Fire & Water, 2,000,000 MP, 200,000,000 Gold) +200,000 Ranged Attack, 100% inflicts Fatigued: Stun. 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-. 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.
6 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
Spells-
Multitendril Strike- (Spell, Unarmed Technique, Physical, 3,000 MP, 21,000,000 Gold) +41,000 Melee Attack, 2 hits against 1, Caster may choose to gain 12 hits against 1 and deal 1/2 damage if caster has no weapons equipped
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Chicken Drumstick Danmaku- (Spell, Other: Danmaku, 0 MP, Physical & Air, 27,000 Gold) +48 Ranged Attack, May Heal, gains an additional +90 Ranged Attack if caster possesses at least 5 Chef abilities. 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-. 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.
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Predict Strike- (Spell, Divining, Time, 16,000 MP, 7,900,000 Gold) Caster's next Melee Attack action, if it has a chance to not miss and is targetting only individuals below Level 60, does not miss
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Sensei Flare- (Spell, Wizard Magic, Magic & Destruction, 495,000 MP, 100,555,918 Gold) +500,000 Magical Attack, Caster's per-item Magical Attack cap is multiplied by 5 for actions including this spell (to a max of 5,000,000 additional points total), Actions including this spell raise the per-item Magical Attack cap of all of caster's allies (including caster) by 50,000 points as a non-stacking buff, Caster may ignore the Defense, Resistances, Immunities, Reflections, and Absorptions of targets below Level 40 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 60, This spell requires 5 actions of charge-up to cast, May only be cast once every 5 rounds, May only be cast by individuals above Level 39
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Continent Toss- (Spell, Unarmed Technique, Earth & Physical & Air, 2,000,000 MP, 200,000,000 Gold) +200,000 Ranged Attack, 150% inflicts Fatigued: Stun, 100% inflicts Entombed, Caster must be Level 40 or greater and must have 36,000 STR or greater
Fire-
Firestorm- (Spell, Wizard Magic, Fire, 10,000 MP, 30,000,000 Gold) +30,000 Magical Attack, 1 hit against 30
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Catastrophic Nova Flash- (Spell, Other: Catastrophe Magic, Destruction & Astral & Glory & Fire & Light, 1,200,000 MP, 320,000,000 Gold) +640,000 Magical Attack, 60% inflicts Devastated, 120% inflicts Burning, 120% inflicts Awestruck, 180% may inflict Antimatter, 80% may inflict Manablasted, 80% may inflict Overloaded, deals 1/2 Damage, 1 hit against 4,000,000, 50% this action hits all non-Solar-Being allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, This action ignores the Resistances, Immunities, Reflections, and Absorptions of indivduals below Level 50, This spell's subtype may be changed to Astral Magic at the beginning of a thread, Caster must by Level 40 or greaterw/
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
Word Which Makes the Sky Bleed Fire that Turns Cities to Ash- (Spell, Other: Ancient Magic, Fire, 19,000 MP, 12,000,000 Gold) +12,000 Magical Attack, deals double Damage (to a max of 10,000,000 additional Damage) to Large Structures below Level 60, 100% Inflicts Burning, this action, at the cost of 240,000 MP, may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Lesser Divine Sunburst- (Spell, Divine Magic, Light & Fire, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Burning, 100% may inflict Awestruck, 1 hit against 2,000,000, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
It's Raining Burning Lions!- (Spell, Anarchomancy, Fire & Physical, 12,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 30% Inflicts Burning, 40% inflicts Wounded, 30% inflicts Confusion, 30% inflicts Confusion: Fear, this action may gain 1 hit against 1,000 and deal 1/3 Damage
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Light-
Miracle- (Spell, Divine Magic, Light & Darkness, 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, Costs 5,000 XP and 1,000,000 Gold to cast, Casster must have a Patron Deity, Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Ancient Seal of Light- (Spell, Other: Ancient Magic, Light, 235,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Lullaby for the Sun- (Spell, Enchantment, Light & Air, 11,000 MP, 200,000,000 Gold) Target Solar Being is afflicted with Fatigued: Asleep, Instances of Fatigued: Asleep inflicted by this spell possess no natural per-round chance of wearing off, Actions involving this spell bypass the immunities, resistances, and absorptions of Solar Beings below Level 60, This spell may, at its caster's discretion, also count as a Bardic Music spell
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Pure Rainbow Danmaku- (Spell, Other: Danmaku, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 5,000 MP, 5,000,000 Gold) +5,000 Ranged Attack, Actions this spell is cast as part of become solely every Base Element if any Base Elements exist. 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-. 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.
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Improved Repair Spirit- (Spell, Healer Magic, Light, 0 MP, 5,000,000 Gold) Heals 5,000 SPI Damage, Cures Stat Drain: SPI Drain
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Spatial-
Hollow Prison of the Ancients- (Spell, Other: Ancient Magic, Spatial & Air, 960,000 MP, 54,000,000 Gold) +54,500 Magical Attack, May deal no Damage, Targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, 5% non-unique targets below Level 60 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Hole Toss II- (Spell, Other: Spatial Magic, Spatial, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, Caster may choose to generate no attack when casting this spell, Caster may choose to obtain one item carried by a willing target or to trade one item to a willing target in addition to this action's other effects
Warp Kick- (Spell, Unarmed Technique, Spatial & Physical, 50 MP, 500,000 Gold) +500 Melee Attack, deals full Damage to targets below Level 40 in the back row, this action gains +5% To Hit as a non-stacking bonus
Hyperspace Jump- (Spell, Hypertech, Technology & Astral & Spatial, 2,000 MP, 7,00,000 Gold) Has RP effects if caster is in an appropriate spacecraft or other vehicle, Permits escape from random quests at the start of the round after it is cast
Pets-
2 Chagmaraktheiss- (Pet, Outsider, Fire & Magic & Energy & Technology & Physical, Lv.49, 200,000,000 Gold)
HP- 3,700,000
MP- 5,000,000
STR- 20,000
AGI- 28,000
CON- 23,000
MIN- 47,000
SPI- 33,000
XP- 0
XP Needed- 13,280,000 (Standard Multiplier x4)
Minimum Level- 49
Defense- 15,000
Critical Chance- 43%
Resilience- 41%
To Hit- 167%
Dodge- 55%
Resistances and Immunities- 90% Fire Resistance, 90% Magic Resistance, 90% Energy Resistance, 90% Technology Resistance, 90% Physical Resistance, 100% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Diseased Immunity
Prime Attribute- Spirit or Mind or Constitution
Constant Effects-
Glorious- Possessor is Immune to individuals below Level 20, Constant Effect
Connected Ruin- Whenever possessor is dealt damage, possessor may deal 100,000 Flat Energy, Technology, Magic, Fire, or Physical element Damage to either the source of said damage or to an ally of said source, to a max of 15 times per round, Constant Effect
Heart of Passions- Possessor ignores the Charm Resistance and Immunity, as well as the Minor Status Effect Resistance and Immunity, of individuals below Level 29, Individuals below Level 40 that are afflicted with Charm with possessor as a source have no natural per-round auto-recover chance and may not choose to auto-recover from it in the manner detailed in the Rules Thread for enemies, Constant Effect
Pulsing Heartbeat of the Wired Domain- Possessor's Machine, Clockwork, and Robot allies, as well as any Machines, Clockworks, and Robots that are afflicted with Charm with possessor as a source, regenerate 225,000 MP per round, Constant Effect
Self-Perpetuating Energy Core- Possessor gains +3,000,000 MP, Possessor regnerates 450,000 MP per round, Constant Effect
Can Enter Machines and Power Lines- Possessor gains +80% Dodge if possessor has any Machine, Clockwork, or Robot allies and has not targeted any opponents either this round or last round, Constant Effect
Abilities-
Radiant Tendrils- 90,000 Damage, deals 1/6 Damage, 2 hits against 12, Fire or Magic or Energy or Technology or Physical, 0 MP
Reroute Power- Caster transfers X MP from one willing target to another willing target, to a max of 750,000 MP, Magic or Energy or Energy & Technology, 0 MP
Transfer Health- Caster transfers X HP from one willing target to another willing target, to a max of 375,000 HP, Magic or Energy or Energy & Technology, 0 MP
Networked Fire- 60,000 Damage, 50% inflicts Burning, 50% inflicts Overload, This attack repeats itself against a target other than its most recent target on the same side as said target at the start of each round, A max of 5 copies of this attack may be repeating at once, Fire or Fire & Magic & Technology, 300,000 MP
Command Machines- Inflicts Charm, 1 hit against every Clockwork, Machine, and Robot in battle, Energy & Technology, 50,000 MP
Mass Reroute Power- Caster transfers MP from one willing target to another willing target up to 15 times, to a max of 750,000 MP, Magic or Energy or Energy & Technology, 750,000 MP
Mass Transfer Health- Caster transfers HP from one willing target to another willing target up to 15 times, to a max of 375,000 HP, Magic or Energy or Energy & Technology, 750,000 MP
Mass Direct Machines- Caster may give each Machine, Clockwork or Robot in battle (to a max of 30 such individuals) an action following this action, Caster may not be given additional actions by other sources on rounds during which caster previously cast this, This ability may be cast a max of once per round across all casters, Energy & Technology, 1,000,000 MP
Impulse-Control-Surge- Inflicts Charm, Energy, 65,000 MP
Gigacharge- Caster gains +1,000,000 HP, +1,000,000 MP, and +12,000 to all stats, stacks 3 times, lasts 5 rounds, Energy & Fire, 2,500,000 MP
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
Crimson Slime- (Pet, Ooze, Light & Water, Lv.8, 975,000 Gold)
HP- 27,000
MP- 18,000
STR- 360
AGI- 440
CON- 450
MIN- 372
SPI- 375
XP- 0
XP Needed- 17,500 (Standard Multiplier x1)
Minimum Level- 8
Defense- 500
Critical Chance- 13%
Resilience- 6%
To Hit- 110%
Dodge- 7%
Resistances and Immunities- 60% Fire Resistance, 40% Water Resistance, 30% Acid Resistance, 30% Physical Resistance, 40% Light Weakness, Immune to Impaired, Pain, Fatigue, and Diseased
Prime Attribute- Agility or Constitution
Constant Effects-
None
Abilities-
Crimson Slime Assault- 2,500 Damage, Deals 100 CON damage to individuals below Level 20, Acid, 0 MP
Regrow- 7,000 Damage, Heals, affects caster only, Acid, 0 MP
Toxic Touch- 20% inflicts Poison, Acid, 700 MP
Bolster Self- +225 CON, affects caster only, stacks 4 times, Acid, 1,250 MP
Crimson Slime With An Afro- (Pet, Ooze, Light & Water, Lv.8, 975,000 Gold)
HP- 27,000
MP- 18,000
STR- 360
AGI- 440
CON- 450
MIN- 372
SPI- 375
XP- 0
XP Needed- 17,500 (Standard Multiplier x1)
Minimum Level- 8
Defense- 500
Critical Chance- 13%
Resilience- 6%
To Hit- 110%
Dodge- 7%
Resistances and Immunities- 60% Fire Resistance, 40% Water Resistance, 30% Acid Resistance, 30% Physical Resistance, 40% Light Weakness, Immune to Impaired, Pain, Fatigue, and Diseased
Prime Attribute- Agility or Constitution
Constant Effects-
Has an Afro- Possessor's actions may gain '15% inflicts Confusion', Constant Effect
Abilities-
Crimson Slime Assault- 2,500 Damage, Deals 100 CON damage to individuals below Level 20, Acid, 0 MP
Regrow- 7,000 Damage, Heals, affects caster only, Acid, 0 MP
Toxic Touch- 20% inflicts Poison, Acid, 700 MP
Bolster Self- +225 CON, affects caster only, stacks 4 times, Acid, 1,250 MP
Gravitas
Dreaded Diamondshear Geodic Dragon- (Pet, Dragon, Earth, Lv.45, 737,328,400 Gold)
HP- 7,285,782
MP- 7,114,602
STR- 51,480
AGI- 48,770
CON- 53,106
MIN- 49,313
SPI- 50,614
XP- 100,000
XP Needed- 9,200,000
Fame- 2
Minimum Level- 45
Defense- 21,480, +20,000 against Earth, +19,570 against Physical, +18,000 against Electrical
Defense against Stat Damage- 6,804, +2,000 against Earth
Critical Chance- 84%
Resilience- 90%
To Hit- 176%
Dodge- 68%
Resistances and Immunities- 95% Physical Resistance, 90% Earth Resistance, 89% Electrical Resistance, 85% Magic Resistance, 50% Water Resistance, 30% Fire Resistance, 200% Air Weakness, Immune to Minor Status Effects, 80% Moderate Status Effect Resistance, Immune to Entombed, Immune to Wounded, Immune to Electrocuted, Immune to Manablasted, Immune to Drowning, Immune to Burning, 15% Petrified Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Dreaded Diamondshear Geodic Dragon that has Been Ability Drained Once By a Tiny Glove of Ability Stealing- -10,000 CON, Supreme Defenses only works against individuals below level 15, Hard as Diamond only works on individuals beneath level 35, Possessor’s Crystalline Breath deals 250 less CON damage and only has a 99% and 90%, respectively, of inflicting Paralyze and Paralyze: Turned to Glass, Detrimental Effect
Hard As Diamond- Physical Immunity against individuals under level 40, +35,000 CON, Constant Effect
Supreme Defenses- Immune to individuals below level 20, Constant Effect
Reflective Form- Possessor may choose to reflect dodged non-Air element attacks that were targeting possessor, Constant Effect
Abilities-
Shearing Diamond Teeth- 61,400 Damage, Inflicts Wounded, Lowers target’s Defense by 500, stacks 8 times, Physical or Earth or Physical & Earth, 0 MP
Cataclysm Diamond Rain- 58,799 Damage, Inflicts Wounded, Inflicts Wounded: Bleeding, Inflicts Pain, 15% may inflict Awestruck, Lowers target’s Defense by 400, stacks 5 times, 1 hit against 50, deals 1/3 damage, Physical & Earth, 89,000 MP
Crystallizing Breath- 8,200 CON Damage, Inflicts Paralyze, Inflicts Paralyze: Turned to Glass, 1 hit against 50, Earth, 97,000 MP
Crystal Tomb- 4,200 AGI Damage, Inflicts Entombed, Inflicts Stat Drain: AGI Drain, 1 hit against 50, Earth, 130,000 MP
Army Crushing Wave- 59,500 Damage, Deals double damage to Units and Large Structures, deals 1/5 damage, 1 hit against 40,000, Earth, 204,000 MP
Diamond Ward- +15,000 Defense, stacks 3 times, Earth & Magic, 220,000 MP
Magic Crisis- 45,000 Damage, 75% inflicts Mana Blasted, 90% inflicts Hexed, 90% inflicts Stat Drain, 90% inflicts Impaired, deals 1/3 damage, 1 hit against 50, Magic, 130,000 MP
Ancient Draconic Magics- 52,000 Damage, Any Base Element, 17,000 MP
Ruin Gaze- 2,000 Damage to all stats, Darkness & Earth, 298,000 MP
and SPIw/
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
Awards-
Defended Daransel and Ganseel During Princess of Suns
Drunk Orochi- (Pet, Dragon, Darkness & Acid & Water & Fire & Earth & Air & Electrical & Light, Lv.84, 310,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 84
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Darkness, Absorbs Electrical, Absorbs Acid, Absorbs Earth, Absorbs Light, Absorbs Water, Absorbs Air, Absorbs Fire, 50% Glory Weakness, Minor Status Effect Immunity (Excluding Poison: Drunk), 100% Poison: Drunk Resistance, 100% Moderate Status Effect Resistance, 60% Major Status Effect Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Constantly Drunk- Possessor always counts as afflicted with Poison: Drunk for purposes that check whether or not possessor is afflicted with Poison: Drunk, Possessor's modified MIN suffers a 10% reduction from its non-status-effect-counting value, Possessor obtains -5% To Hit and -5% Dodge, Constant Effect
Legendary Serpent-Dragon- Possessor is Immune to individuals below Level 40, Constant Effect
Eight Heads That Are Usually Drunk- Possessor has a 5% chance of gaining each of 7 possible additional actions per round, Constant Effect
Empowered by Virgin Sacrifices- Whenever an opposing individual who has no summoned anything during this thread dies, possessor gains +# to all stats and +# to the Damage values of all of possessor's abilities as an effect that stacks 10 times, Constant Effect
Regeneration- Possessor regenerates # HP per round, Constant Effect
Enormous- Possessor may choose to count as 5 individuals in the front row while in the front row, Possessor gains +# HP, Constant Effect
Accrued Resistances- Possessor gains Immunity to 2 major status effects and 95% Resistance to 2 non-standard, non-Universe elements, said immunities and resistances are determined at the beginning of each thread, Hierarchical Effect
Overwhelming Powers- Possessor may ignore up to 5 High Arts of opponents, Hierarchical Effect
Abilities-
Bite- # Damage, Physical, 0 MP
Consume- # Damage, Deals HP Drain, Physical, 0 MP
Manyfold Assault- # Damage, 5% gains '7 additional hits divided among 7', Physical, 0 MP
Land-Choking Poison Mist- # Damage, 1000% inflicts Poison, 5% inflicts Venom, 1 hit against 50,000,000, Acid, # MP
Dark Ocean Tide- # Damage, 100% inflicts Drowning, 100% inflicts Drowning: Tide-Trapped, 1 hit against 50,000,000, Water, # MP
Destructive Fire- # Damage, Destroys all of target's non-unique items worth under 100,000,000 Gold that are not Drink consumables, Fire, # MP
Great Quake- # Damage, 100% inflicts Entombed, 100% inflicts Entombed: Oublietted, 1 hit against 50,000,000, Earth, # MP
Wind of Loss- # Damage, Removes all buffs from sources below Level 90 from targets, 1 hit against 50,000,000, Air, # MP
Seeking Lightning- # Flat Electrical element Damage, 1 hit against 500,000, Electrical, 500,000 MP
Corrupting Darkness- # Damage, 5% inflicts Cursed, -# to all stats, stacks 10 times, Darkness, 1,400,000 MP
Piercing Light- # Damage, Pierces # Defense, 100% may inflict Awestruck, this action gains +#% Critical, Light, # MP
2 General Moth- (Pet, Insect, Air, Lv.7, 250,000 Gold)
HP- 112
MP- 5,900
STR- 11
AGI- 550
CON- 15
MIN- 670
SPI- 430
XP- 5,512
XP Needed- 15,000
Minimum Level- 2
Defense- 8
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- None
Prime Attribute- Mind
Constant Effects-
General’s Presence- +80 to all allies’ stats, does not stack, Constant Effect
Abilities-
Gust- 26 Damage, Air, 0 MP
Zap- 75 Damage, Electrical, 0 MP
Inspire- +250 HP, stacks 32 times, Air, 8 MP
Currents of War- +75 STR, +75 CON, +190 Damage for Melee Attacks, Affects up to 25 friendly creatures, stacks 62 times, Air, 15 MP
Shieldwall Tactics- Up to 50 friendly creatures that defend this turn have each other’s defenses added to theirs, lasts 1 turn, does not stack, Earth, 18 MP
Mind of the General- +50 MIN, Air, stacks 45 times, 10 MP
Direct- Give another character an extra turn after this one, Air, 20 MP
War Whispers- Target’s next attack has a 5% chance of inflicting 2 hits if it normally only inflicts 1 hit on 1 target, Air, 20 MP
Fortuitous Wind- +3% Critical, lasts 1 turn, does not stack, Air, 50 MP
Wisdom of Your Elders- +80 MIN, +80 SPI, +4% Critical against foes of equal or lower level, stacks 2 times, lasts 5 turns, Air, 30 MP
8 Kitten- (Pet, Animal, Air, Lv.1, 300 Gold)
HP- 4
MP- 3
STR- 2
AGI- 4
CON- 1
MIN- 3
SPI- 3
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor’s level for all purposes, rounded up, Constant Effect
Abilities-
Claw- 1 Damage, Earth, 0 MP
10 Lion- (Pet, Animal, Air, Lv.2, 16,000 Gold)
HP- 1,100
MP- 240
STR- 95
AGI- 70
CON- 40
MIN- 20
SPI- 29
XP- 0
XP Needed- 2,000
Minimum Level- 1
Defense- 31
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Confusion Immunity
Prime Attribute- Strength
Constant Effects-
King of the Beasts- 5% inflicts Charm on all lower level, non-unique Animals on opposing sides of battle at the start of each of possessor's actions (to a max of 4 times per turn), Constant Effect
Abilities-
Claw- 120 Damage, Earth, 0 MP
Claws- 120 Damage, 2 hits against 1, deals 3/4 damage, Physical, 5 MP
Roar- 20% inflicts Confusion: Fear on targets of lower level, Air & Physical, 15 MP
Lion's Pride- +70 SPI, affects caster only, stacks 3 times, Fire & Light, 60 MP
w/
Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Risen World-Atrocity- (Pet, Fiend, Evil & Darkness & Agony, Lv. 95, 300,000,000 Gold)
HP- 61,850,000
MP- 23,480,000
STR- 348,500
AGI- 216,000
CON- 410,000
MIN- 231,210
SPI- 401,050
XP- 0
XP Needed- # (Standard Multiplier x12)
Minimum Level- 95
Defense- 210,000
Defense against Stat Damage- 55,400, +220,800 Defense against SPI Damage
Critical Chance- 350%
Resilience- 372%
To Hit- 375%
Dodge- 210%
Resistances and Immunities- Absorbs Darkness, Absorbs Agony, Psychic Immunity, 90% Evil Resistance, 80% Base Element Resistance, 150% Dream Weakness, Insanity Immunity, 570% Minor Status Effect Resistance, 285% Moderate Status Effect Resistance, 57% Major Status Effect Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity
Prime Attribute- Constitution + Spirit
Constant Effects-
Abyssal World-Entity- Possessor is Immune to individuals below Level 60, Possessor gains +10,000 to all stats as a buff that stacks 200 times whenever possessor wins a battle, Constant Effect
Monolith of Malice- Possessor has a 100% chance of inflicting Dominion on all opponents below Level 75 at the start of each round, Any individual possessor inflicts Dominion on gains the elements Darkness and Agony, Possessor's Darkness, Agony, and Evil element allies gain +150,000 to all stats as a non-stacking effect, Constant Effect
Nightmare Apocalypse- Possessor may deal 3,000,000 Flat Darkness & Agony element Damage to up to 20,000,000,000 targets at the start of each round; any targets below Level 80 that are killed by this action who are normally fightable for drops on the Enemy List have Agony & Darkness element copies of themselves summoned by possessor at the start of each round, Max 1,000,000 summoned, Constant Effect
Hypermassive- Possessor gains an amount of HP equal to (100x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targetted as up to 10 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targetted, Constant Effect
Optionally Bullet-Sized- Possessor may choose at the beginning of a thread to lose the constant effect 'Hypermassive' as an effect that is not a buff, Constant Effect
Sun-Consuming Hate- Quantities of Light and / or Hope element Damage dealt by individuals below Level 95 are halved as a non-stacking effect, Constant Effect
Movement at the Speed of Malice- Possessor's turn-order-determining stat sum gains +X for turn-order-determining purposes, where X is equal to the total number of stat points individuals in the same battlespace as possessor are losing due to debuffs, to a max of 3,000,000,000 points, Constant Effect
Nightmare Smoke- Possessor may cause individuals below Level 100 to treat Darkness and Air as nonbase elements, Instances of Suffocation and Voidstruck inflicted by possessor possess no natural per-round recovery rate, Constant Effect
Fiendish Power- Possessor may only be equipped by individuals who are the subtype Fiend or who possess the ability 'Prophet of the Blackest Abysses', Item Trait
World Within a Bullet- This item may be equipped as an Ammo Accessory that does not possess its trats as a pet (save those granted by this Item Trait) that provides +900,000 Ranged Attack and posesses a 50% chance of inflicting Insanity and Smitten: Great Atrocity, and may only be wielded by (Fiends or individuals who possess the ability 'Prophet of the Blackest Abysses') who are Level 95 or greater, Item Trait
Accrued Resistances- Possessor gains Immunity to 2 Major status effects and 95% Resistance to 2 non-standard, non-Universe elements, said immunities and resistances are determined at the beginning of each thread, Hierarchical Effect
Overwhelming Powers- Possessor may ignore up to 5 High Arts of opponents, Hierarchical Effect
Abilities-
Smoke-Black World-Tendrils- 100,000 Damage, 5 hits against 20,000,000,000, Darkness & Air & Agony, 0 MP
Maw of the Devourer- 370,000 Damage, this action deals 3x Damage who possess the Constant Effect 'Supermassive' or 'Hypermassive', Darkness or Agony or Astral or Evil, 0 MP
Building the Writhing Sky- Individuals below Level 95 may not leave the battlespace this ability is cast in without caster's permission, Individuals who would otherwise leave said battlspace (or who successfully do leave said battlspace) are dealt 15,000,000 Flat Darkness & Agony & Air element Damage, Darkness & Agony & Air, 4,000,000 MP
Choke With Endless Nightmare- 210,000 Damage, 21,000 CON Damage, 630% inflicts Hexed, 325% inflicts Suffocation, Voidstruck, and Voidstruck: Turned to Shadow, 1 hit against 50, Evil or Darkness & Air, 2,800,000 MP
Thousandfold Whisper- 55,000 MIN Damage, 117% inflicts Smitten: Great Atrocity and Insanity, this action may not hit targets above Level 80 more than once, 1,000 hits against 1,000, Evil or Darkness & Psychic, 700,000 MP
Craft Maliciously Barbed Soul-Cocoon- Target, if below Level 100, gains a 5% chance of not acting each action, Target, if below Level 80, cannot act, Target is dealt 1,500,000 Flat Darkness & Agony element SPI Drain and 1,500,000 Flat Darkness & Agony element HP Drain and MP Drain at the start of each round, Caster may choose for target to regenerate 1,500,000 HP, MP, and 150,000 SPI at the start of each round, Target may choose for Damage (including Stat Damage and MP Damage) to not reduce the values it is Damaging below 1, does not stack, Darkness & Agony & Evil, 2,000,000 MP
Nightmarish Manifestation-Premonition- 60% inflicts Insanity, This action may target individuals below Level 100 in other battlespaces, Caster enter's target's battlespace so long as no individual of Level 100 or greater in either the battlespace being left or the battlespace being entered objects, Darkness & Agony & Psychic, 1,300,000 MP
Seeking Spheres of Khorlat'Oulm- (Pet, Outsider, Spatial, Lv. 75, 250,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x4)
Minimum Level- 75
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Mystic Immunity, Magic Immuinity, Technology Immunity, 90% Sonic Resistance, 50% Air Resistance, 50% Gun Resistance, 50% Bow Resistance, Impaired Immunity, 300% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, 20% Major Status Effect Resistance, Outsider Traits
Prime Attribute- Agility
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 4 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 4, rounded down) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 8 thresholds, Unit Effect
Seeking Spheres- Possesor obtains +#% To Hit and cannot miss targets below Level 60, Constant Effect
Time-Bending Battle-Vectors- Possesor re-checks miss chance once on each missed hit that possessor performs, with all Spatial and Time element buffs being ignored for the purposes of the second check, Constant Effect
Ever-Seeking- Possesor's turn-order-determining stats are Agility and Spirit, Constant Effect
Living Weapon of the Ancients- Possessor deals # additional Damage, Possessor ignores the Resistances and Immunities of individuals below Level 60 that are not Immune to (or Absorb or Reflect) Mystic, Possessor is Immune to individuals below Level 40, Constant Effect
Trans-Spatial Seeking- Possessor may enter a different preexisting battlespace within the same battle at the start of each round so long as no individual of Level 90 or greater in either the battlespace being entered or the battlespace being left objects, Constant Effect
Bullet Monster- This item may be equipped as an Ammo Accessory that does not possess its trats as a pet (save those granted by this Item Trait) that provides +250,000 Ranged Attack andgiving its wielder 'Possesor re-checks miss chance once on each missed hit that possessor performs, with all Spatial and Time element buffs being ignored for the purposes of the second check', +75% To Hit, and 'Possessor cannot miss targets below Level 60', and may only be wielded by individuals who are Level 75 or greater, Item Trait
Abilities-
Devourer Bullet-Rush- # Damage, Deals HP Drain, Physical or Technology or Sonic, 0 MP
Storm of Uncounted Self- # Damage, 1 hit against 2,000,000, Physical or Technology or Sonic, 0 MP
Consume Resistances- Target loses one of its Resistances or Immunities to an element if target is below Level 80, stacks 3 times, Mystic & Physical, 0 MP
Radiant Detonation- # Damage, 300% inflicts Poison: Irradiated, 150% inflicts Antimatter: Atomic Meltdown, 1 hit against 600,000,000, Atomic or Atomic & Light or Atomic & Fire & Physical or Atomic & Fire & Magic, # MP
Armor-Piercing Arrow-Tongue- # Damage, Deals HP Drain, Pierces # Defense, This action pierces 10 times the quantity of Defense that it normally would (to a max of 10,000,000 additional Defense) Physical, # MP
Petrifying Spittle- # CON Damage, 35% inflicts Petrified, Earth & Water, # MP
Antimatter Eclipse-Corona Detonation- # Damage, # CON Damage, 330% inflicts Impaired: Blind, 180% inflicts Voidstruck, Awestruck, Antimatter, and Antimatter: Inverse Status Field, this action treats Light Resistance as Darkness Resistance and Darkness Resistance as Light Resistance, 1 hit against 5,000,000, Darkness & Light & Technology, # MP
Endless-Fire Detonation- # Damage, 300% inflicts Burning, this action repeats at the start of each round (being able to only choose the same targets) if none of its caster's other actions repeated on that round, 1 hit against 5,000,000, Fire, # MP
Mana-Erasure Detonation- # Damage, Unsummons targets below Level 60, removes 1 buff from each target that comes from a source below Level 85, Targets provide no XP drops at the end of battle if below Level 90, 1 hit against 5,000,000 Mystic or Magic & Technology, # MP
Target- Caster and all of caster's allies gain +#% To Hit against target until the end of the round after the current round, with said effect sitting on said target as a debuff that provides said individuals (with the individuals being determined at the time of casting) with said bonus, Individuals below Level 90 who are afflicted with Confusion may only target themselves and individuals possessing said debuff with attacks, does not stack, Technology, # MP
Stonehide Drakeling- (Pet, Dragon, Earth, Lv.1, 28,300 Gold)
HP- 900
MP- 700
STR- 65
AGI- 46
CON- 70
MIN- 48
SPI- 54
XP- 0
XP Needed- 2,000 (Standard Multiplier = x2)
Minimum Level- 1
Defense- 40
Defense Against Stat Damage- 0
Critical Chance- 1%
Resilience- 3%
To Hit- 101%
Dodge- 0%
Resistances and Immunities- 60% Earth Resistance, 30% Physical Resistance, 50% Air Weakness
Prime Attribute- Strength
Constant Effects-
Stone Hide- Possessor gains +15% Resilience, Constant Effect
Cave-Dwelling- Possessor gains +50 to all stats while in a Zone of Earth or when the terrain or phantom terrain is Caves, Constant Effect
Abilities-
Bite- 90 Damage, Earth, 0 MP
Stone Breath- 95 Damage, 1 Hit Against 3, Earth, 200 MP
Harden- +25 Defense, affects caster only, stacks 10 times, Earth, 100 MP
Sunborn War-Colossus- (Pet, Golem, Light & Fire & Hope, Lv.78, 850,000,000 Gold)
HP- 12,500,000
MP- 6,000,000
STR- 95,000
AGI- 23,000
CON- 121,000
MIN- 37,000
SPI- 95,000
XP- 0
XP Needed- 124,100,000 (Standard Multiplier x5)
Minimum Level- 78
Defense- 55,000
Defense against Stat Damage- 10,300
Critical Chance- 115%
Resilience- 165%
To Hit- 185%
Dodge- 78%
Resistances and Immunities- Absorbs Light, Absorbs Hope, Fire Immunity, 99% Physical Resistance, 90% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, Petrification Immunity, 80% Major Status Effect Resistance
Prime Attribute- Strength + Spirit
Constant Effects-
Arriving from the Sky in a Nova of Fire and Light- All opponents take 1,000,000 Flat Fire or Light or Hope or Fire & Light & Hope element damage and are afflicted with Impaired: Blind when possessor switches rows, Constant Effect
Towering Height- Possessor deals full damage to the back row, Constant Effect
Invulnerable Body- Possessor is immune to individuals below Level 60, Possessor gains +1,100,000 Defense, Constant Effect
Immovable- Individuals below Level 80 may not forcibly switch possessor's row, Constant Effect
It's Hard to Dodge the Colossus, and Its Reach Is Like the Sun's- Possessor gains +190% To Hit, Constant Effect
Gargantuan- Possessor may count as up to 60 individuals in whatever row possessor is in for row-order purposes, Possessor gains +75,000,000 HP, Constant Effect
Menacing- Possessor gains 1 additional action per round, Constant Effect
Holy Edge of Absolute Purification- Possessor obtains +156% Critical, If possessor kills a Demon, Devil, Daemon, Umbral, or Darkspawn, possessor may immediately take another action, up to once per round, Constant Effect
On a Mission of Divine Justice- Possessor counts as possessing the abilities 'Priest', 'Paladin', 'Adept Holy Magic Attunement', 'Evermason', 'Sun Duke', 'Eternal Champion', 'Blazing Sultan', and 'Radiant Hierophant', Possessor counts as a devout worshipper of Selereth Helios, Constant Effect
Form of Unstrikable Light- Possessor may reflect any attack that it would Dodge; any attack reflected in said manner may become solely Light element at possessor's discretion and, if possessor chooses such, gains a 200% chance of inflicting Awestruck, Constant Effect
War-Engine of the Upper Realms- All allied Celestials, Angels, Devas, Illuminated, and Holy Ones gain +25,000 to all stats as a non-stacking bonus, Constant Effect
Holy General- All of possessor's allies gain +15,000 to all stats, have a 50% lower chance of their summons being uncontrolled, and deal 65,000 additional Damage with all Damage-dealing attacks, does not stack, Constant Effect
Abilities-
Glorious Sunmetal Glaive- 65,000 Damage, 200% may inflict Burning, Awestruck, and/or Zealblasted, 1 hit against 20,000, Physical or Light or Hope or Fire or Light & Hope & Fire, 0 MP
Nation-Annihilating Nova Stomp- 85,000 Damage, 300% may inflict Impaired: Blind, 200% may inflict Burning or Awestruck, Deals double damage to Large Structures as an effect that does not stack with other damage multipliers against Large Structures, Glory or Earth & Physical & Light & Fire, 0 MP
Unite the Solar Winds to Signal the War- Caster and caster's allies obtain +78% Dodge, +78% To Hit, +78% Critical, +78% Resilience, +30,000 to all stats, +55,000 Defense, and deal 75,000 additional Damage per action, Light & Air & Hope & War, 5,500,000 MP
Hurl into the Sun- 85,000 Damage, inflicts Burning, inflicts Voidstruck, inflicts Suffocation, inflicts Pain, inflicts Awestruck, inflicts Impaired: Blind, Fire & Air, 200,000 MP
Shining Aegis- +250,000 Defense, +35,000 Defense against Stat Damage, +2,500,000 Defense against Physical, +2,500,000 Defense against Fire, +200% Resilience, Target becomes Immune to individuals below Level 40, Target gains 30% Light Resistance, 30% Darkness Resistance, 30% Fire Resistance, 30% Hope Resistance, and 10% Umbral Resistance, Target gains a 50% chance of reflecting offensive actions from sources of Level 70 or lower, does not stack, Warding or Light & Hope, 2,500,000 MP
Blow So Great it Shatters Essence- 135,000 Damage, removes up to 10 buffs on target or debuffs that have target as a source that are on individuals who are in a battle that either caster or target is in that have sources below Level 80, Physical or Destruction, 360,000 MP
Crimson Shardstorm- 35,000 Damage, Pierces 900,000 Defense, -50,000 Defense, inflicts Wounded, inflicts Entombed or Burning, 1 hit against 200,000, stacks 20 times, Earth & Fire & Air, 400,000 MP
Gravity Sphere- Target's turn-order-determining-stat-sum is halved for turn-order-determining purposes, Target, if below Level 60, loses 1 action per round, with effects that would occur before and after said lost action still occurring, stacks 4 times, Earth & Physical, 600,000 MP
Invocation of Ancient Magics- 450,000 Flat Magic element Damage, Magic, 1,000,000 MP
Grand Overcrash: Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage- 2,000,000 Damage, this action deals double Damage (to a max of 1,000,000,000 additional Damage), Inflicts Awestruck, Stun, Zealblasted, and Smitten, 1 hit against 15,000,000,000, Cures all minor and moderate status effects on caster's allies, Light & Hope, 1 MP, Reduces user's MP to 0 for remainder of thread
Transformations-
*Darston's Higher Self (Level 20 Version)
Level 20 Boss
Shapeshifter, Physical & Metal & War
HP- 15,150,761
MP- 14,352,311
STR- 9,900
AGI- 9,710
CON- 9,900
MIN- 8,500
SPI- 9,450
XP- 0
Defense- 4,900, +5,000 against Physical, +5,000 against Light, +5,000 against Fire
Defense against Stat Damage- 1,300
Critical Chance- 40%
Resilience- 40%
To Hit- 140%
Dodge- 40%
Resistances and Immunities- Physical Immunity, Fire Immunity, Light Immunity, 50% Metal Resistance, 90% War Resistance, Immune to all minor and moderate status effects, Immune to stat damage
Prime Attribute- Strength + Strength
Constant Effects-
Master of Beasts and Shifting Forms- All allies have stats, HP, MP, and damage dealt doubled, Possessor summons 5 Lion Made of Shining Fire every 5 rounds, Boss Effect
I Accept Your Challenge!- Any of possessor's opponents who is not more than 5 Levels below possessor may, up to a total of 2 times per battle, spend an action to move with possessor into a separate battle, while in this separate battle, no individual may summon any individuals, and all summons and non-unique pets of all individuals in such battles are removed from the battle fully, when either individual is defeated, both return to the main battle, with all individuals below Level 40 losing all immunities, resistances, and absorptions in said alternate battles, Constant Effect
Warrior's Spirit- Possessor gains +20% Critical, +1,000 STR, and +1,000 SPI, Constant Effect
I Bleed Shining Lions!- Whenever possessor is damaged, possessor summons 5 Lion Made of Shining Fire, Max 200 summoned, Constant Effect
Eyes of the Multispace Predator- Possessor gains 150% To Hit and may target individuals in other battles in the same thread that do not contain opponents of Level 60 or greater; possessor may be targeted until the end of the round after the round possessor targets an individual in another battle through this ability by said targeted individual, Constant Effect
Regenerates- Possessor regenerates 200,000 HP per round, Constant Effect
Glory in Solitude- Possessor loses all elementally-based immunities and absorptions, replacing them with 99% Resistances, if any opponents are unique, Constant Effect
Abilities-
Double Claw Rend- 12,000 Damage, inflicts Wounded: Maimed, Physical, 0 MP
Roar- Inflicts Confusion: Fear, 1 hit against 300, Air, 0 MP
Fate Cleaver Hand- 13,000 Damage, removes all buffs and debuffs from target, War or Fate or Physical, 50,000 MP
Tendril and Claw Rush- 11,000 Damage, deals 3/4 damage, 10 hits against 1, Physical, 100,000 MP
Meditate On the Idea of Power- +2,000 STR, +2,000 SPI, lasts 3 rounds, Physical & Magic & Psychic, 60,000 MP
Counter Strike- 10,000 Damage, may only be used as a counter, Physical, 70,000 MP
Drops-
400,000 Gold
40,000 XP
*The Grizzly Chief- (Transformation, Vehicle, Physical, 80,000,000 Gold)
Level 55
HP- 5,400,000
MP- 5,200,000
STR- 69,000
AGI- 60,000
CON- 63,000
MIN- 48,000
SPI- 58,000
XP- 0
XP Needed- 12,640,000 (Standard Multiplier x2)
Minimum Level- 55
Defense- 25,000
Defense against Stat Damage- 8,800
Critical Chance- 100%
Resilience- 75%
To Hit- 180%
Dodge- 105%
Resistances and Immunities- 50% Technology Resistance, 70% Minor Status Effect Resistance, 20% Moderate Status Effect Resistance, Immune to Pain, Confusion (except System Overload), Immune to Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Strength
Constant Effects-
Motorcycle Possessed by the Spirit King of Bears- Possessor gains the subtypes Machine, Animal, and Spirit, Possessor's name counts as including the word 'Motorcycle', Constant Effect
Rideby Mauling- Possessor's detransformed self may make 'Melee Attack' and 'Melee Overdrive' actions in place of possessor's actions, with the choice to allow such being made by possessor, Constant Effect
Regenerates Due to OVERWHELMING BEAR SPIRIT POWER- Possessor regenerates 540,000 HP at the start of each round, Constant Effect
ALL Terrain- Possessor is Immune to effects attached to Zones by sources below Level 60, Possessor gains +120,000 Defense against effects attached to Zones, Has the ability to travel in many conditions / on liquid surfaces / through space / up walls as an RP effect, Constant Effect
Roaring Engine- Possessor has a 100% chance of inflicting Confusion: Fear on each opponent at the start of every round, Constant Effect
Abilities-
Maul-Rush- 85,000 Damage, 100% inflicts Wounded, 100% inflicts Wounded: Maimed, Physical, 0 MP
Bear Blast- 85,000 Damage, this action's Prime Attribute may become Strength, Agility, or Spirit, Energy, 0 MP
Ursa-Nuke- 180,000 Damage, this action's Prime Attribute is Agility, 80% inflicts Poison: Irradiated, Individuals whose name includes 'Bear' are immune to this action, deals 1/2 Damage, 1 hit against 5,000,000, Atomic, 1,000,000 MP
Fading Call: Spirit King of Bears- 100,000 Damage, inflicts Wounded: Maimed, this action's Prime Attribute is (Strength + Spirit / 2), 2 hits against 1, Physical or Magic, 300,000 MP
Permanant Consumables-
Book of the Messenger of the Flame- (Permanent Consumable, Grimoire, Fire & Destruction, 1 Charge, 80,000,000 Gold) Teaches user the ability 'Speaker of the Flame's Message' if user possesses the ability 'Outsider Traits', possesses the ability 'Blazing Sultan' and is Level 51 or greater
Speaker of the Flame's Message- (Passive Ability, Walker from Beyond) If possessor is an Outsider or an Elemental and is Fire element, possessor gains the ability:
Message of the Flame- 70,000 Damage, 7,000 SPI Damage, this action pierces all Defense and Defense against Stat Damage of targets below Level 60 that is not specifically Defense against Fire or Defense against Destruction, This action's Prime Attribute is SPI, Fire or Fire & Destruction, 100,000 MP
2 Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Max Used, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie""
2 Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
11 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
Hundredfold False Cosmos of Lies and Glories- (Permanent Consumable, Vessel of Power, Universe & Spatial & Illusion & Glory, 300,000,000 Gold) This item's user, if a willing PC that does not possess the award 'Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories' gains the award 'Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories' and 5 Fame, but may choose to gain 5 Obscurity instead of 5 Fame if it is an Enigma Man; This item may be used once per month and does not disappear when used.
4 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
Note About Some Closed Portals- (Permanent Consumable, Permit, Magic, 1 Charge, 15,000,000 Gold) Grants the ability ‘Permitted to Battle Portal Mimic’
58 Single Leaf of Radiant Gold that Whispers to the Mind- (Permanent Consumable, Permit, Glory & Wealth, 1 Charge, X Gold) Grants the ability ‘Permitted to Battle The Lord of the Gold Leaf Throne’ and the award 'Has Unlocked the Category Special Fights X-1 in the Warehouse'
2 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'
Secret Formulas-
Secret Formula- All-Eater's Sauce
Point Value- 3
Requires:
Adept Chef Proficiency
Consumes:
1 Flowing Core
1 Behemoth Steak
5,000 Hot Pepper Sauce
Produces:
All-Eater's Sauce- (Consumable, Potion, Darkness & Acid & Destruction, 1 Charge, 50,000,000 Gold) The next Food consumable that is used on target may not, during said use, inflict minor or moderate negative status effects on target, deals 500,000 less Damage to target, has its chance of inflicting major status effects on target reduced by 5%, and has all stat buffs it places on target increased by 5,000 points (as a non-stacking effect), does not stack, user must be Level 30 or greater
Secret Formula- Evergarden Specialty Sandwich
Requires:
Chef
Consumes:
2 Marinated Evergarden Peppers
2 Evergarden Farms Portabello
2 Marinated Evergarden Mushrooms
2 Plantcow Cheese
2 Rathmess Farms Bread
Produces:
Evergarden Specialty Sandwich- (Consumable, Food, Earth & Water & Fire, 2 Charges, 20,000,000 Gold) +200,000 HP, +200,000 MP, +10,000 to all stats, this action counts as coming from as source whose subtype is solely Plant, stacks 3 times
Secret Formula- Exquisite Veil Blend
Point Value- 5
Requires:
Level 20
Adept Spatial Synchronization
Adept Gate Magic Attunement
Chef
Gatekeeper
Lady of the Exceptional Leaf
1 Mindglass Teapot
Consumes:
2 Unreality Leaves
1 Psychic Crystal
Produces:
Exquisite Veil Blend- (Consumable, Drink, Psychic & Spatial, 1 Charge, 200,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's stats unscannable, that gives its possessor +100,000 MIN, and that allows its possessor to optionally obtain a buff at the start of each round that stacks 3 times that causes a debuff from a source below Level 90 on its possessor to lose its text, This item's name counts as including 'Tea', This item and its effects may not be replicated by sources below Level 100
Secret Formula- Hope-Nova Punch
Point Value- 10
Requires:
The Artifact 'The Sunhand'
Consumes:
2,000 Fury Elemental's Fist
1,000 Hope Mana Oil
200 Contained Thermonuclear Sundroplet
1 Hope Crystal
Produces:
Hope-Nova Punch- (Spell, Unarmed Technique, Hope, 600,000 MP, 215,000,000 Gold) +215,000 Melee Attack, 200% inflicts Zealblasted, Caster's Strength is considered 200,000 points higher for purposes of this action as a non-stacking effect, 200% inflicts Zealblasted on target's allies, Caster's allies are cured of all minor and moderate negative status effects and debuffs from entities below Level 80 that said infliction instance is successful on, This action may be solely Hope element, Caster's equipped aspects of the artifact 'The Sunhand' may become solely Hope element as part of this action, Caster must be Level 40 or greater and must have an aspect of the artifact 'The Sunhand' equipped
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- Thousandspice Steak
Requires:
Any Oven or Stove
Any Cooking Implements
The ability 'Chef'
Consumes:
1,000 Rare Spices
1 Steak
Produces:
Thousandspice Steak- (Consumable, Food, Fire & Earth, 1 Charge, 1,300,000 Gold) Heals 130,000 HP, +1,000 to all stats, does not stack
Secret Formula- Walrus Nog
Requires:
Level 20
Consumes:
20 Strong Alcohol
1 Eggs
1 Milk
1 Diluted Chaos Mana Oil
1 Empty Glass
50,000 XP
Produces:
Walrus Nog- (Consumable, Drink, Chaos, 1 Charge, 5,000,000 Gold) 80% inflicts Poison: Drunk, Target, if willing or below Level 60, becomes Chaos element
Artifacts-
*Shield of Evalach- (Weapon, Other: Weapon of Legend, Light & Physical, Lv. 79, X Gold) +136,000 Defense, +118,000 Melee Attack, Wielder's Defense may not be pierced by individuals below Level 99, 156% Resilience, +156% Resilience, 400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Wielder gains +136,000 to all stats as an uncapped bonus if none of possessor's opponents are Angels, Celestials, Devas, or Holy Ones, Wielder's Defense and Melee Attack capping are based on Spirit, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder gains a 49% chance of Reflecting the attacks of Arch-Demons, Arch-Devils, Arch-Daemons, Demons, Devils, and Daemons below Level 99, This item possesses the subtype Shield, This item may not normally be equipped unless a proper ability is possessed
XP: 926,765,000
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x80 to bypass Level 80 barrier)
*The Infinite Key- (Artifact, Level 59, 0 XP, A Lot Of XP Required, Standard Multiplier x20, Raised to x200 to bypass Level 60 jump)
*The Infinite Key- (Weapon Aspect: The Infinite Key, Staff, Spatial, X Gold) +500,000 Magical Attack, +250,000 Melee Attack, +500,000 MIN, +500,000 SPI, +250,000 MP, 100% Dodge, 220% To Hit, 1% inflicts Vanished, Wielder's 'Magical Attack' actions may become solely Spatial element, Wielder's summon caps that are 2 or greater are increased by 5, Paralysis Immunity, Wielder may spend an action to enter any other active battle within the same thread so long as no individual or 80 or greater in either the battle wielder is leaving or the battle wielder is entering objects, Wielder may spend an action to exit a random dungeon, Wielder may spend an action for wielder's team to be able to exit a random dungeon at the start of the next round, Wielder may spend an action to cure Vanished from sources below Level 80, Wielder is Immune to Vanished and Petrified: Time Stop from sources below Level 80, Wielder may open, close, lock, and unlock portals as an RP power, Wielder may bypass basic dimensional warding as an RP power, Wielder may open mindscapes as an RP power, Wielder may unlock many types of magical and nonmagical locks as an RP power
*Variable Fading Call: Eidolon- Triakamul, 'The Engine of Peace and War'- (Spell Aspect: The Infinite Key, Summoner Magic, Technology, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Triakamul, The Engine of Peace and War' from the Boss List as though said entity were performing it
*Variable Fading Call: Eidolon- Vhazkhenkrein, 'The Name of Fire'- (Spell Aspect: The Infinite Key, Summoner Magic, Fire, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Vhazkhenkrein, The Name of Fire' from the Boss List as though said entity were performing it
*The Sunhand- (Artifact, Level 59, 0 XP, # XP Required, Standard Multiplier x15 (Standard Multiplier raised to x?? to bypass Level 60 cap))
*Sunhand- (Weapon Aspect- The Sunhand, Fist Weapon, Light & Fire, X Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, 200% inflicts Burning, 200% inflicts Awestruck, 200% may inflict Zealblasted, 150% may inflict Fatigued: Stun, 150% may inflict Impaired: Blind, 100% may inflict Poison: Irradiated, 35% Light Resistance, 35% Fire Resistance, 35% Hope Resistance, Wielder may use Unarmed Technique spells as though this weapon were not equipped, Wielder's Strength cap is multiplied by 1.25 as an effect that does not stack with other Strength-cap multipliers, Wielder's per-item Melee Attack bonus cap is doubled for this item, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder's Melee Attack actions have a 45% chance of gaining '4 hits against 1' against targets of equal Level to or lower Level than wielder, Wielder may spend an action to deal 1,600,000 Flat Fire & Light element Damage to one target, Individuals below wielder's Level that are below Level 75 cannot inflict Burning, Awestruck, or Zealblasted on wielder, 120% Critical, 220% To Hit, 90% Resilience, Wielder is immune to individuals below Level 20 if wielder is above Level 40, Wielder's 'Melee Attack' actions may Defeat all of their targets that are below Level 40, Wielder may spend an action for this item to gain or lose any of the elements Hope, Metal, Fire, Light, Glory, and Atomic (provided that losing said element would not make this item possess no elements save for the default element), Once per thread, one of wielder's 'Melee Attack' actions may resurrect a target that was killed by a source below Level 80, Wielder's actions involving the casting of Astral Magic, Leadership, and Divine Magic spells may not be countered by individuals below Level 80, Wielder's allies (including wielder) who are devout worshippers of Selereth Helios or who were present when wielder killed a unique entity from the Boss List named 'Selereth Helios' gain +20,000 to all stats as a non-stacking effect (with said effect being constantly applied by this item and not a buff, Wielder must be Level 40 or greater
*The Tenfold Blade- (Artifact, Level 75, 0 XP, # XP Required, Standard Multiplier x12)
*Irikani, Blade of Moonlight- (Weapon Aspect: The Tenfold Blade, Sword, Magic & Mystic & Light & Darkness, X Gold) +350,000 Melee Attack, +350,000 AGI, 260% To Hit, Pierces 250,000 Defense, Wielder cannot miss Spatial element targets below Level 100, Wielder's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may become solely any one of their elements
*Jarkodah, The Goliath Blade- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 CON, Wielder's 'Powerful Attack' and 'Melee Overdrive' actions apply a debuff that provides -45,000 Defense, Wielder's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may destroy any number of Zones, Phantom Terrains, and Terrains created by individuals below Level 80
*Irimaika, The Blade of Perfected Artistry- (Weapon Aspect: The Tenfold Blade, Sword, Light & Magic & Air, X Gold) +250,000 Melee Attack, +250,000 SPI, Wielder's 'Attack with Finesse' actions inflict Mindblased, Awestruck, Charm: Impressed, and Impaired: Blind, Any individual below wielder's Level who is below Level 80 who scans wielder's stats cannot act for the remainder of the round after said scanning
*Orwhelm, the Wave Blade- (Weapon Aspect: The Tenfold Blade, Sword, Water, X Gold) +350,000 Melee Attack, +350,000 CON, 260% To Hit, Wielder's 'Melee Attack' actions target and unsummon all summons below Level 80
*Donnelmorun, the Blade of the Unfinished Execution- (Weapon Aspect: The Tenfold Blade, Sword, Darkness, X Gold) +250,000 Melee Attack, +250,000 CON, +250,000 SPI, Individuals 20 or more Levels below wielder's Level may not damage wielder if wielder has dealt itself Damage while this sword was equipped, 5% inflicts Instant Death
*Virmsyek, the Master's Blade- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical & Glory, X Gold) +450,000 Melee Attack, +450,000 to all stats, 180% To Hit, 80% Critical, 80% Dodge, 80% Resilience, Wielder, upon equipping this sword, obtains the next 'name-tier' ability in the Swordsman class that they do not possess out of 'Basic Sword Training', 'Apprentice Sword Training', 'Swordsman', 'Adept Swordsman', 'Expert Swordsman', 'Master Swordsman', and 'Grandmaster Swordsman' while this weapon is equipped, as well as 40 weeks of Swordsman abilities that wielder possesses the prerequisites for that cannot be any of the above-mentioned abilities or other 'name-tier' abilities from the class, with such abilities not being able to be used for prerequisite purposes (except for other abilities gained from this item) said sets of gained abilities not stacking, and said sets of abilities being lost immediately upon unequipping this item
*Somot, the Idea of a Sword- (Weapon Aspect: The Tenfold Blade, Sword, Aether & Psychic, X Gold) +350,000 Melee Attack, 35,000 MIN Damage, Pierces 17,500 Defense against Stat Damage, Inflicts Stat Drain: MIN Drain, Wielder ignores the Defense and Dodge values of individuals who are 5 Levels or more lower than wielder who are below Level 80, Wielder's stat-damage-capping may become based upon MIN, STR, or AGI
*Gynnelmyer, the Parliament of Edges- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical, X Gold) +350,000 Melee Attack, +350,000 Ranged Attack, Wielder's 'Melee Attack', 'Ranged Attack', 'Attack With Finesse', and 'Melee Overdrive' actions deal full Damage to individuals below Level 80 in the back row and may gain both '10 hits against 1000' and 'deals 1/10 Damage and may not deal stat damage or inflict status effects', Wielder counts as wielding 1000 additional Swords
*Itanju, the One-Strike Killer- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 AGI, 180% Critical, Wielder's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions are automatically Criticals against targets below Level 80 on the round that this weapon is equipped, This item gains '15% inflicts Instant Death' on rounds that it is equipped
*Ihmratu, the All-Blade- (Weapon Aspect: The Tenfold Blade, Sword, Physical, X Gold) +1 Melee Attack, +1 to all stats, This weapon gains the natural text, excluding name, aspect-status, type, subtype, and Gold value of all Swords worth below 1,000,000,000 Gold that are not Weapon Aspects of the Tenfold Blade equipped by individuals in the same thread as its wielder who are either both lower Level than its wielder and below Level 80 or who are willing, This item may not be replicated by sources below Level 100
TASKS:
Obtaining the Sword of Kings (Part 2 of 240)-
Requires:
Possess the ability Defender
Possess the ability Scholar
Possess the ability Lawbringer
Possess the ability Diplomat
Possess the ability Protector
Possess the ability Guardian
Possess the ability Kensei
Possess the ability Commander
Possess the ability Warrior
Possess the ability Enchanter
Possess the ability Monk
Possess the ability General
Possess the ability Smith
Possess the ability Magewright
Possess the ability Wind Duke
Possess the ability Radiant Hierophant
Possess the ability Noble
Possess the ability Living Legend
Awards-
Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Attended a Carnival!
Has Found the Spear Within the Ruins at Thalmurat Lake
Has Defeated 39 Bosses in Boss Rush
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
500 Empire of Thandolman Faction Points
Got Stuck in a Desert for Months Thanks to a Lag Mage
Beat The Old Khrommanguard at the Holy Festival
Beat Team Avandos at the Holy Festival
Has Completed the Task 'Water Shortage in Sildriza'
250 House Al’Sildriz Reputation Points
25 Church of Phalerin Reputation Points
This character should have 65 base stat points
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has Won the "The Rehanging" Event Match
Bested Azzhelossi: Skeletal Wind Blade in One-on-One Combat
Is Responsible for Azzhelossi Becoming a Summonable Monster
Has Defeated X Bosses (4)
Slayer of The Khrommangard: High Curator
Slayer of Khyzz'Drikk: Watcher from Ulaat Thamarr
Eliminated in Round Two of the Brass Disc Tournament
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Test of Echos
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 First Holy Imperial Challenge of Power: Test of Wealth
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the 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 Sixth Holy Imperial Challenge of Glory: Test of Ages
Has Completed The Ninth Holy Imperial Challenge of Glory: Test of Bloodshed
Has Helped the Poor People of Ladderland
Survived the Princess of Suns Incident
Won the Princess of Suns Incident
Was on Ganseel's Team in the Princess of Suns Incident
Switched to the Holy Empire Team in the Princess of Suns Incident
Member of the Manly Society
Mr. Gray in the Manly Society
Has a Connection to the Essence of Selereth Helios through the Sphere of Potential
Saved Ganseel
Had Selereth Helios Protect Ganseel
Wielder of the Sunhand
'Has used 10 Manual of A Thousand Arts'
'Has used 5 Book of Gates
Danced with Death and Lived to Tell the Tale
Killed Clancy
Beat Clancy In a Hunt
Can Return to the House of Horrors with the Deck
Was an Awesome Means of Transportation
Defeated the Stormwright While It Was Merged With the Mind Lords' Rod
Was Instrumental In Ensuring the Victory of Lord Balonsti Over Balsentaire
Was Responsible for Removing the Stormlands and Mulstorn Plain from Dallos Thair
Fought as an Honored Member of Lord Balonsti's Army against the Forces of Balsentaire
Destroyed the Capital of Balsentaire with an Epic Sun-Punch
Defeated Lord Balonsti, the Iron General, In a Duel Above the Enemy Capital of Balsentaire
Won the 'Warlord of Metal, Smith of Thunder' Quest
Won the 'Warlord of Metal, Queen of Ice' Quest Before It Officially Launched
Arrived to Kill the Liquor Dragon After it was Already Defeated
Narrowly Lost a Contest to Drink the Liquor Dragon to Salkat
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 4 Essence Sphere: Elementalist
‘Has Consumed 1 Essence Sphere of the Sun Queen's Blessing’
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Reality Arranger
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Lord of War
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Starkeeper
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Nemesis
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 4 Essence Sphere: Sorceress
Has Consumed 5 Essence Sphere: Monk
Has Consumed 4 Essence Sphere: Binder
Has Consumed 4 Essence Sphere: Gunner
Has Consumed 4 Essence Sphere: Pactmaker
Has Consumed 4 Essence Sphere: Smith
Has Consumed 4 Essence Sphere: Enslaver
Has Consumed 4 Essence Sphere: Ioun Master
Has Consumed 4 Essence Sphere: Thief
Has Consumed 3 Essence Sphere: Weirdworker
Has Consumed 2 Essence Sphere: Dark Transformation User
Has Consumed 2 Essence Sphere: Demonologist
Has Consumed 2 Essence Sphere: Enchanter
Has Consumed 2 Essence Sphere: Evermason
Has Consumed 2 Essence Sphere: Justicar
Has Consumed 2 Essence Sphere: Puppet Master
Has Consumed 2 Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Other: Destiny Weaver
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Reality Arranger
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Lord of War
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Other: Destiny Weaver
Has Consumed 5 Greater Essence Sphere: Other: Destiny Weaver
Has Consumed 5 Grand Essence Sphere: Other: Destiny Weaver
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Improved Essence Sphere: Seakeeper
Has Consumed 5 Greater Essence Sphere: Seakeeper
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 4 Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 3 Improved Essence Sphere: Geomancer
Has Consumed 4 Improved Essence Sphere: Scholar
Has Consumed 2 Improved Essence Sphere: Lord of War
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Grand Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Grand Essence Sphere: Swordsman
'Defeated the Hippo-Kin Career Institute Head Professor of Literature and Philosophy at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Sports at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Maintainence and Mechanics at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Cooking at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Janitorial Services at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Underwater Careers at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Medicine at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Transportation at the Career Institute'
'Defeated the Hippo-Kin Career Institute Head Professor of Gardening at the Career Institute
'Defeated the Hippo-Kin Career Institute Head Professor of Music at the Career Institute'
'Defeated the Hippo-Kin Career Institute Dread Headmaster'
Has Consumed 12 Grandmaster Text
'Completed the Quest Career Day'
'Obtained Accolades from Multiple Worlds for stopping the Hippo-Kin Forces'
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Won the Blood Mirage Tournament (20+ Bracket)
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Defeated Baron Ooriih at the Holy Festival
"Has Won the "The Broken-Winged Dragon" Event Match" Award
'Defeated The Legendary Hare in a Special Arena Match'
'Defeated Shining Genesis-Egg in a Special Arena Match'
'Bought an Egg at Walrusfest'
Indirectly Caused the Incineration of Keeper_Of_Rings
Indirectly Caused the Incineration of the Moon of Yesleintyr
Alerted Selereth Helios to the Location of Telwhat'Veyr'Khleys, Sphere of the Wishes of Gods
Saved the People of Yesleintyr from the Last Remnants of the Conspiracy
Indirectly Destroyed the Secondary Portal from Nexus to Yesleinty
'Has Won the "Color-Coded for Your Convenience" Event Match'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 3'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 4'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 5'
Has Reached Round 41 in an Endurance Match
Has Reached Round 41 in a Pet Endurance Match
Has Consumed 1 of the Permanent Consumable 'Greater Blood Mirage Stone'
Beat an Upgraded Hydra that Was Caught In a Metaphyiscal Snare
'Gave Shannon a Drink that Impressed Her'
'Is Recognized as a Great Hero by All of Ganseel'
'Added a Spawn Table of Sun Beasts to Ganseel'
'Defeated Grom-Suddquoth, The Crystalline Configuration in the Trial of the Infinite Key',
'Defeated Yimishanoth, The Formless Serpent in the Trial of the Infinite Key',
'Defeated Vhazkhenkrein, The Name of Fire in the Trial of the Infinite Key'
'Defeated Kholrobbu, The Stinging One in the Trial of the Infinite Key'
'Defeated Yormu-Ikkrei, The Inhabitor of Fears in the Trial of the Infinite Key'
'Defeated Yirikashimel, The Sword of the Just in the Trial of the Infinite Key'
Made It To Drink 80 In The Nexus Tavern Challenge
Beat The Golem In A Drinking Contest
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Helped Lili Defeat Nega-Lili in an Arena Match
'Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers'
Restored Roy's Memories
Restored Ave's Memories
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Played A Part In Cracking The Enigmatic Python's Divination Blocking
Divined Into The Impossible Knot
Watched the End of Knot with Selereth
Saw Masked Hero Z
Smoked with Flower Josh that Power Master
'Participated in the Death of Uttram-Marttu, the First Beast of the Underworld'
'Participated in the Death of Vakkelaum, the Second Beast of the Underworld'
'Participated in the Death of Mhattu-Khavok, the Third Beast of the Underworld'
'Participated in the Death of Muselmettyo, the Fourth Beast of the Underworld'
'Was devoured by Lurengattim, the Acid Lurker During 'Into the Underworld''
'Lost the Quest 'Into the Underworld''
Has Won the "Battle Versus the Professor" Event Match
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
Won the Event Match "That Thing Doesn't Want Us Having Lunch"
'Beat The Limited Event Match 'Disco Horse Dance Battle''
Defeated Noel
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match Award
First to Slay a Requiem Beast
Saved Celiria's Homeworld through the Help of Selereth Helios
Defeated Orosanmok, The Unstoppable Sphere in the Trial of the Infinite Key
Defeated Yrakri, The Faceless Oracle in the Trial of the Infinite Key
Defeated Oshumimel, The Arcane Design in the Trial of the Infinite Key
Defeated Triakamul, The Engine of Peace and War in the Trial of the Infinite Key
Defeated Zardoyoch, The Dream of Stars in the Trial of the Infinite Key
Defeated Samhu-Pdamyesh, The Reflection of the Cosmic Man in the Trial of the Infinite Key
Completed the Trial of the Infinite Key
Infinite Keymaster
Wielder of the Infinite Key
Passed a Trial of the Great Khan
Beat Hadjbalaum in an Event Battle
Saved the City of Vobel Borr from Simon Cryne and His Machine-Guardian, Dorbel Heyr
Slew Simon Cryne
Bested Dorbel Heyr
Gained Control of Machine-Guardian Dorbel Heyr
Crossed Into The Endless Desert from the Desert of Borr
Defeated Rhazek-Thar During His Trial of Combat in the Endless Desert
Has Slightly Attracted the Attention of Warmaster Agmarmon
Defeated the Demon Mhotu-Umott, the Devourer of Signs
Aided the Angel Arzephquel in His Mission
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Participated in the First Match of Battle Day #3
Defeated Celas in the First Match of Battle Day #3
Paid Hugo the Solid Eye for Finding the Right Rock
Cleverly Bested the Brazier of Supreme Opposition
Got an Untemplated Element Core
Performed MANservice for Meredith Pikkins
Made Meredith Pikkins Unique
Can Access the Labyrinth of Housing
Broke Meredith Pikkins's Spatial Restriction
Created the Element Evolution
Templated an Element Core
Contains Evolution Mana
Defeated a Maned Ape that Possessed an Untyped Element Core at the Temple of the Ape
Created the Element Will
Templated a Second Element Core
Contains Will Mana
Issued the Crowd Favorite Daring Discs Challenge
Indirectly Responsible for the Empowerment of Tyrria Cosmeri
Defeated Both Tolva and Kazivon in a Walrusfest Whiteout Match
'Was on Team Selereth in the Knot'
'Was Killed by the Camel-Fire that Destroyed the Outer and Middle Knot'
'Saved Bob the Manly Lion II from Dying when the Knot was Destroyed'
'Completed the Trial of Rapunzel in the Knot'
'Has Completed the Task 'Obtaining the Sword of Kings (Part 1 of 240)''
'Has Begun the Path to Claim the Sword of Kings'
Peacefully Obtained a Plant from Luuth's Garden through Skilled Negotiation and Lifecrafting
Participated in the Quest 'Plants for the Garden'
Assisted with Nole's Victory in 'Plants for the Garden'
Was Involved in the Quest 'A Time to Kill'
Won the Alternate-Side Route of the 'A Time to Kill' Quest
Obtained 6/12 Holy Imperial Seal of Power from a Mana Spark
Impressed the Veil Render
Defeated Lubel Vyre
Stopped Lubel Vyre from Establishing Control over the Root of Lost Things
Assisted the Veil Render in Besting Irrian Illumos
Saved the Veil Render
Gained an Imperial Seal of Glory Piece from Assisting the Veil Render in Defeating Lubel Vyre
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Partook of the Greatest Feast Imagined Across the Many Worlds
Read Sir Gideon's Journal Detailing the Construction of the Labyrinth of Beasts
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
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 Task "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 "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
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"
Was Involved With the Defeat of the Cultists of Bez'Bekklin in the Knot of Trelheis
Was Involved With the Defeat of The Ministers Of Loss in the Knot of Trelheis
Was Involved in the Defeat of Banserro Bekklin in the Knot of Trelheis
Was Involved With the Defeat of the New Dark Empire in the Knot of Trelheis
Was Involved With the Defeat of Ireimeki of Dendeloon in the Knot of Trelheis
Was Involved With the Defeat of Davvylrikk, the Masked Beast in the Knot of Trelheis
Was Involved With the Defeat of Iron Judge Ureshkilon in the Knot of Trelheis
Was Involved With the Defeat of Bolvurikk, The King of Rats in the Knot of Trelheis
Defeated the Guardian Monster The Flamingo Problem in the Knot of Trelheis, Allowing Access To An Entry Point to the Second Ring
Second to Open the Second Ring of the Knot
Bested the Porkman in Holiday Combat
Upgraded the Python
Defeated Strickland in the Crisis Across Infinite Nexii
Fought Alongside the Holy Imperial War Expeditionary, Including Teagan, Guertas, That Bird, Drescher, and Professor 2.0
Key to the Defeat of Forcystus
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Made it to the Final Battle of the Crisis Across Infinite Nexii
Put in a Strong Effort and Almost Won Things for the Veil Render
Acquired 2 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Triumphed Against the Second Trial of Tonsett-Dorne's Key
Amusing, Outdated Fortunes:
* Darston and the Golem have a staredown at each other across a giant battlefield. There is tension in the air and they might end up allies or enemies.
* A man with flowing locks of sunfire dismissively fires a heat ray at Darston, whose body becomes a fire-gate and eats it. Darston then charges across a fancy wooden floor in a room filled with chandaliers, punches the man, and causes the man to explode. When the explosion clears, a door in the room opens, and a THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston is grappling with a tentacle-horror and winning, for he is almost as tentacular and happens to be made of sunfire. It fires beams at him, but his mirror-body deflects them.
* Darston is fighting Markus K. in a huge room filled with floating cylinders that are each a different solid color. They leap from cylinder to cylinder, and the monkey is fighting with a city-erasing rocket launcher that is guided by fate whose ammo resists spatial effects. It's a hard-fought fight and both sides look like they could lose.
* Darston space-warps a passage closed behind him and begins walking down a hallway with a piano made of clored light for a floor. Suddenly, a spike is driven through the wall behind him and the corridor seems to die, becoming gray and still. The space-warped wall collapses and a skull-masked man walks through.
* THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston gives a space-shattering howl, blasting apart a room made of crystal webbing as he rips off the head of a man with a long, blue beard, blue robes, and a hat with a burning tome floating above it. He then lands on a magma-covered plane behind a tall, thin, red-haired woman in a similar outfight who notices him but is too busy fighting Doctor Wilburforce to react before Darston punches through her body.*
Cosmic To-Do List:
If Darston:
1) Hunts and slays a unique or elite beast that is at least Level 70
2) Fixes it as the main dish in a feast for a unique noble
3) Gets a good review in a cooking magazine that is read by at least three unique upper-planar beings or deities
Darston will get:
'Acquired The Devil-Butcher's Knife'
*The Devil-Butcher's Knife- (Weapon, Knife, Destruction & Blood, 2,700,000,000 Gold) +2,700,000 Melee Attack, 300% inflicts Wounded, 30% inflicts Instant Death, 30% Petrified: Time Stop Resistance, Wielder's attacks that incorporate one of this weapon's attack bonuses that target Devils or Arch-Devils that are below Level 80 that are below wielder's Level may, up to twice per turn, apply a debuff that stacks 3 times that removes a Constant Effect from their possessor, Wielder may deal HP Drain, Quantities of HP Drain that wielder deals are (to a max of three times per round per target) increased by 2,700,000 points against Devils and Arch-Devils, Wielder must be Level 60 or greater and must possess the ability 'Expert Deadly Item Training', the ability 'Expert Chef Proficiency', the ability 'Expert Knife Training', or the award 'Acquired The Devil Butcher's Knife'
Darston Candata'chagin'heldelu
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Darston Candata'chagin'heldelu
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Darston Candata'chagin'heldelu
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
Physical Overdrive
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
Abjurer
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Archer
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Bolt Arrow- (Technique Ability, Archer) Possessor may use 'Bolt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
Architect-
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Detransformable Drill-Arm- (Passive Ability, Architect) If possessor has at least 1 open Weapon slot, possessor may choose to gain +350 Melee Attack, to Pierce 500 Defense, and to count as having a Tool weapon whose name is 'Drill Arm' equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Fast Gutter Repair- (Passive Ability, Architect) Whenever possessor places a buff on an ally that is a Large Structure, the point value of all debuffs present on said individual (as an effect that stacks 200 times per debuff) that specifically reduce Defense against Water is reduced by 1
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Minesweeping Broommaster- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor gain +5,000 Ranged Attack
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Assassin
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Caustic Toss- (Technique Ability, Assassin) Possessor may use 'Caustic Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Deft Toss- (Technique Ability, Assassin) Possessor may use 'Deft Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% To Hit.
Cleaver Fling- (Technique Ability, Assassin) Possessor may use 'Cleaver Fling' in conjunction with a 'Ranged Attack' action. The Melee Attack bonus of one Knife equipped by possessor may be treated as a Ranged Attack bonus for purposes of said action.
Knowledge of Deadly Golf- (Passive Ability, Gentleman Assassin) Possessor may, at the beginning of battle, apply a debuff named 'Golf Weakness' to every opponent whose Level is lower than 80 and equal to or lower than possessor's Level, Possessor gains +2,000 Ranged Attack and 30% Critical if possessor has an item equipped whose named includes 'Golf'
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
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster-
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Frog-Hopping- (Passive Ability, Beastmaster) Possessor ignores row-travel restrictions, restrictions related to the Movement stat, grid-travel restrictions, and battle-leaving restrictions imposed by sources below Level 20, Possessor gains +200 AGI, This ability only functions if possessor is an Animal, Shapeshifter, or Spirit
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Has Obtained the Animal-Master Doctor's Self-Suturing Injection- (Passive Ability, Beastmaster) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon
I Have Lions for Blood!- (Passive Ability, Beastmaster) Whenever possessor takes 1% or more of possessor’s HP in damage from a single action, possessor summons a Level (Possessor’s Level / 5 rounded down) Lion, max 50 summoned
Improved Pack Hunter- (Passive Ability, Beastmaster) Possessor gains +25 to all stats for each unique ally on possessor’s side, to a max of +5,000, Possessor’s attacks deal an additional 100 damage, to a max of 50,000 additional damage per Beastmaster ability possessed by an ally of possessor to a max of 5 abilities per ally
Killer Claws (Greater, Extendable)- (Passive Ability, Beastmaster) Possessor gains +15,000 Melee Attack, Possessor may make Melee Attack actions from the back row if possessor possesses at least one empty Weapon slot
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Shepherd (2)- (Passive Ability, Beastmaster) Possessor's Animal pets and summons with the Constant Effect "Unusually Weak" gain +500 Defense, Animal pets and summons of a type that possessor has at least 19 other pets or summons of gain +250 Defense, Possessor gains +50 AGI, +50 CON, and 5% Fatigued Resistance while possessor has at least one Animal pet or summon
Blazing Sultan-
Absorb Fire- (Passive Ability, Blazing Sultan) Possessor Absorbs Fire against sources below Level 20 if Level 20 or greater
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Soul- (Passive Ability, Blazing Sultan) Possessor gains +1,000 SPI if possessor is Fire element
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Blazing Wisdom- (Passive Ability, Blazing Sultan) Possessor gains +50,000 MP if possessor is Fire element
Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Call Forth the Living Fire- (Active Ability, Blazing Sultan) Possessor may spend an action to summon 5 Elementals that are Fire element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Emanate Fire- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element Damage to up to 10 targets
Empowered By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire 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 Fire
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Fire Battle-Aura- (Stance Ability, Blazing Sultan) Possessor deals 10,000 Flat Fire element Damage to each opponent at the start of each round
Fire Body Form- (Stance Ability, Blazing Sultan) Possessor gains +200 Defense against Fire, Possessor gains 15% Fire Resistance, Possessor may deal 5,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor
Fire Immunity- (Passive Ability, Blazing Sultan) Possessor gains Fire Immunity against sources below Level 20 if Level 20 or greater
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire 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 Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +2,000 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Improved Fire Elemental Emanation- (Passive Ability, Blazing SUltan) Possessor's 'Call Forth the Living Fire' ability may summon entities up to Level 20
Improved Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 10% Fire Resistance
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +1,000 to all stats while in a Zone of Fire
Improved Zonal Fire Empowerment- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Element
Infinite Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor gains the element Fire while in Blazing Sultan stances
Meditative Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor may choose, at the beginning of a thread, to become solely Fire element
Nourish Fire- (Passive Ability, Blazing Sultan) Whenever possessor deals HP or MP healing to an Fire element individual, possessor deals 300 additional points
Nourished By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fire
Nullify Fire- (Passive Ability, Blazing Sultan) Possessor may remove the element Fire from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fire-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fire-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fire from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Fire- (Passive Ability, Blazing Sultan) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Burning
Partially Unfettered by the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains 5% Burning Resistance
Predict the Flow of Fire- (Passive Ability, Blazing Sultan) Possessor gains +5% Dodge against Fire element individuals
Reconsume Fire Elemental Spawn- (Passive Ability, Blazing Sultan) Possessor may, at the start of any round, unsummon one of possessor's Fire element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Fire- (Passive Ability, Blazing Sultan) Possessor Reflects Fire against sources below Level 20 if Level 20 or greater
Soothing Fire Emanation- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element HP Healing to up to 10 targets that are Fire element
Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)
Uplifted By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fire
Zonal Fire Control- (Passive Ability, Blazing Sultan) Possessor may, at the start of each round, choose one Zone of Fire 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
Blessing-
Access Higher Self (Darston)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Darston's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Darston's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Darston's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Darston's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of the Smiling Fire- (Passive Ability, Blessing) Possessor gains +250 to all stats if in a Zone of Fire, Possessor may choose, once per thread, to be afflicted with a minor positive status effect when possessor creates a Zone of Fire
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Invested with Collected Power- (Passive Ability, Blessing) Possessor is immune to individuals below level 5 if at least Level 10, Possessor is immune to individuals below level 10 if at least Level 20, Possessor is immune to individuals below level 20 if at least Level 40, Possessor ignores the Defense and Resistances of individuals below Level 20, Possessor ignores the Immunities of individuals below Level 10
Botanist
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Plant- (Passive Ability, Botanist) Possessor may, at the beginning of a thread, choose to become the subtype Plant
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Formshift: Plant- (Stance Ability, Botanist) Possessor's subtype becomes Plant
Photosynthesis- (Passive Ability, Botanist) Possessor regenerates 1% of possessor's Max HP, to a maximum of 50,000 HP, per round while in a Zone of Light, Possessor regenerates an additional 500 HP per round while not in a Zone of Darkness, Destruction, or Psychic, Possessor gains an additional buff slot that may only be used to hold and carry a Zone of Light, Possessor gains +50 to all stats while in a Zone of Light, This ability only functions while possessor is a Plant
Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. 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.
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Captain-
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 110% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 110% 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 110% 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 Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Captain- (Passive Ability, Captain) All of possesser's Vessel transformations gain +(25* Possessor Level) to all stats
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 130% Dodge while the Terrain or Phantom Terrain is Space
Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Widened Bomb Blast Radius- (Passive Ability, Captain) Possessor's Vessel transformations' abilities that hit at least 10 targets may hit 5 more targets
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Chef-
Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Adept Chef Proficiency- (Passive Ability, Chef) Whenever possessor uses the last charge of a Food or Drink consumable, possessor may, if it is In Stock in the Shop, immediately pay an amount of Gold equal to its cost in the Shop to fully restore its charges, or, if possessor possesses a Secret Formula to make it, may consume the ingredients to said Secret Formula to fully restore its charges
Advanced Grill Use- (Passive Ability, Chef) Food consumables used by possessor that are Fire element that Heal HP provide an additional 5,000 points of HP Healing
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Apportioner- (Passive Ability, Chef) Whenever possessor would spend a single charge of a Food consumable as part of a Serve Food action, possessor may instead spend two charges, with both charges being applied to the same targets
Autocannibalize- (Technique Ability, Chef) Possessor may use 'Autocannibalize' in conjunction with a 'Melee Attack' action. Said action deals HP Drain to its user if its user is targetted.
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
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
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Drink Charge Preservation- (Passive Ability, Chef) Drink Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Carousing Expert- (Passive Ability, Chef) Possessor gains 10% Poison: Drunk Resistance and 5% Confusion Resistance
Cannibal- (Passive Ability, Chef) Whenever possessor kills an individual of the same subtype as possessor who is not more than 20 Levels higher than possessor and is not above Level 79, possessor may, once per round, choose to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 20,000 HP
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Dishwasher- (Passive Ability, Chef) Once per round, when an individual unequips a Food or Drink consumable, possessor may remove a debuff from a Level 1 source from any one target
Drank of the Liquor Dragon's Body- (Passive Ability, Chef) Possessor may choose at the beginning of each thread to have this ability either provide +30% Poison: Drunk Resistance or to give possessor a buff each time possessor is targetted by an action that involves a Drink consumable that can inflict Poison: Drunk that stacks 5 times and provides +100 to all stats
Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
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
Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Gourmand (2)- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Greater Mastery of Spicy- Food consumables used by possessor that buff STR do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 1,000 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
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
Hostess- (Passive Ability, Chef) Whenever an ally enters the battle that possessor is in, possessor may choose a willing ally and give a Food or Drink item that possessor is carrying but does not have equipped to said ally, to a max of once per round
Iron Liver- (Passive Ability, Chef) Possessor gains 30% Poison: Drunk Resistance
Knowledge of Wines- (Passive Ability, Chef) Possessor gains +200 MIN and 10% Poison: Drunk Resistance
Legendary Liver- (Passive Ability, Chef) Possessor gains 80% Poison: Drunk Resistance and becomes immune to infliction of Poison Drunk from sources below Level 20
Master of Spicy- (Passive Ability, Chef) Food consumables used by possessor that buff STR do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Mixologist- (Passive Ability, Chef) Drink consumables created by possessor that boost stats do so by an additional 200 points, as an effect that stacks a max of 5 times per stat per individual
Partook of the Greatest Feast Imagined Across the Many Worlds- (Passive Ability, Permanent Item Effect) Possessor gains +1,000,000 HP, Possessor gains Awestruck Immunity (but not Immunity to its sub-status effects) and Charm: Impressed Immunity, Possessor suffers no detrimental effect from Food consumables worth under 2,000,000,000 Gold, This ability may not be used in combos
Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Portion Master- (Passive Ability, Chef) Possessor's 'Apportioner' ability also applies to Use An Item and Metacombine actions
Sauceur- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +100 to all stats when a Food consumable is next used on said target
Snobbish Drinker- (Passive Ability, Chef) Possessor's offensive actions may gain 'Removes all Drink buffs on target that are from sources below Level 60', Possessor may choose to not be afflicted with status effects that come from sources that are Drinks that are worth under 50,000,000 Gold provided said sources are below Level 60 or are willing (with said willingness being chosen by the user of a Drink if said Drink is a Consumable used by an entity)
Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally
Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
Clearance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Requiem Beast- (Passive Ability, Clearance) Possessor may fight the monster Requiem Beast for drops, Possessor may create the item 'Record that Plays at the End of the World' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Combatant-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Improved Reflection- (Passive Ability, Combatant) Damage dealt by attacks and actions Reflected by possessor is increased by 50,000 points as a non-stacking effect.
Ice-Age-Ending Nova-Wave Punch- (Technique Ability, Combatant) Possessor may use 'Ice-Age-Ending Nova-Flash Punch' in conjunction with a 'Melee Overdrive', 'Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +55,000 Melee Attack, removes all Zones of Ice from battle, removes all buffs from Ice element sources or actions below Level 80, and may incorporate the Magical Attack bonus of spells whose name includes 'Nova' as though it were an equal Melee Attack bonus or may incorporate the Melee Attack bonus of Weapon Aspects of the artifact 'The Sunhand' as though it were an equivalent Magical Attack bonus.
Iron-Breaking Sunflare Punch- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +40,000 Melee Attack, pierces 40,000 additional points of Defense of Metal element targets, and ignores the Fire Resistance and Immunity as well as the Light Resistance and Immunity and Physical Resistance and Immunity of Metal-element targets below Level 60.
Iron-Handed Sea-Dividing Suncore Fist- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +35,000 Melee Attack, may destroy 1 Zone of Water created by a source below Level 60, becomes solely Metal element, and causes any weapon named 'The Sunhand' wielded by possessor to become solely Metal element
Max Fist- (Technique Ability, Combatant) Possessor may use 'Max Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +25,000 Melee Attack and gains an 80% chance of inflicting Fatigued: Stun.
Reheat Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' lose the element Metal and gain the element Fire
Relight Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' gain the element Light
Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.
Supersonic Chop- (Technique Ability, Combatant) Possessor may use 'Supersonic Chop' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +7,000 Melee Attack, gains the element Sonic, may become solely the element Sonic, and may not be countered by individuals below Level 40 or by individuals below Level 60 who possess a lower turn-order-determining stat sum than possessor for turn-order-determining purposes.
Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory
Web-Vaprorizing Nova-Impact- (Technique Ability, Combatant) Possessor may use 'Web-Vaprorizing Nova-Impact' in conjunction with a 'Melee Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +36,000 Melee Attack and both ignores and removes all buffs from Insects on its targets that increase Defense or Resistances; said action may also gain '1 hit against 15,000' and deal 1/2 Damage.
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
Annoyance General's Generally Annoying Tactics- (Passive Ability, Commander) At the start of each round, each of possessor's opponents is randomly afflicted with either -100 to a randomly determined stat, -2% to Dodge, To Hit, Resilience, or Critical, or -100 Defense, with said debuffs stacking 10 times across all possible debuffs
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'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
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
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Raging Coaching- (Passive Ability, Commander) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fleet Feet- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Dathless One-
Death-Worm Breath Attack- (Passive Ability, Deathless One) If possessor is an Undead and possesses the ability 'Titanic Corpse-Legion Body', possessor may choose for possessor's 'Ranged Attack' and 'Ranged Overdrive' actions to gain '+15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70', to gain the elements Acid and Darkness, and to count as coming from a source that additionally possesses the subtypes Insect and Cthonian
Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.
Titanic Corpse-Legion Body- (Passive Ability, Deathless One) If possessor is an Undead, whenever possessor takes Damage that is not Light, Fire, or Life element, possessor may summon Undead from the Enemy List that are below Level 60 and that are normally fightable for drops whose total natural HP is no greater than the quantity of HP that possessor lost, Possessor gains +5,000 STR if Undead, Possessor gains +5,000 CON if Undead, Possessor gains +125,000 HP if Undead, Possessor may choose to count as up to 20 individuals in possessor's row for row-order-purposes if possessor is Undead, Max 200 summoned, Constant Effect
Destiny Weaver
The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200 (X is currently 84; started November 2011)
Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
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
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
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's 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
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Dominator
Rapunzel Hair- (Passive / Active Ability, Dominator) Possessor may count as having an additional Whip equipped and may deal full Damage to individuals below Level 20 in the back row, Possessor may spend an action to allow an ally to enter either posssessor's battlespace if in a different battlespace or enter a different battlespace if in possesssor's battlespace so long as no individual of Level 30 or greater in either the battlespace said individual is enter or the battlespace said individual is leaving objects
Dragon Lord-
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor’s Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Magma Breath- (Passive Ability, Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Driver-
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Bail Out!- (Passive Ability, Driver)- If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Bail Out! Bail Out!- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform out of a Vehicle transformation that possessor is in
Bombriding- (Passive Ability, Driver) Possessor may, once per thread, as part of one of possessor's offensive actions while in a Vessel trasformation that involves an ability whose name includes 'Bomb', causing said action to gain possessor's untrasformed self as an additional target if it targets more than one individual already, but also causing said action to deal 50,000 additional Damage
Can Spontaneously Grow a Mohawk that Can Be Surfed On- (Passive Ability, Driver) Possessor may, at the start of any round that possessor is in a Zone of Water, choose to gain a non-stacking buff that provides +200 AGI and gives possessor's offensive 'Melee Attack' actions '5% may inflict Confusion if possessor is in a Zone of Water'
Motorcycle Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have Motorcycle in the name
Carriage/Buggy/Coach Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Chariot Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Getaway Driver- (Passive Ability, Driver)- Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Love of Bombs- (Passive Ability, Driver) Possessor's Vessels' offensive actions that involve the use of abilities whose name includes 'Bomb' may gain '30% inflicts Lovestruck' and may deal 30,000 additional Damage
Missile Riding- (Passive Ability, Driver) Whenever one of possessor's transformations uses an ability that includes the word 'Missile', possessor may de-transform at the end of said ability
Murder Passenger- (Active Ability, Driver) Possessor may, while in a Vehicle Transformation, spend an action to inflict Instant Death on a passenger that is below Level 10 and below possessor's Level
Possesses a Mini-Fridge Full of Refreshments- (Vehicle Trait, Driver) Possessor's passengers may Regenerate 200 HP per round
Possesses a Passenger Capacity- (Vehicle Trait, Driver) Possessor may spend an action to pick up or deploy 1 passenger, All of possessor's passengers are automatically deployed if possessor dies, Possessor may carry a number of passengers up to possessor's Passenger Capacity, Possessor has a Passenger Capacity of 1
Possesses a Sun Roof- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light if possessor is in a Zone of Light
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Surfer- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
This Hoss Is My Steed!- (Passive Ability, Rider) Possessor may count Vehicles that possessor has equipped whose name includes 'Motorcycle' or who possess any constant effects whose name includes 'Motorcycle' as Steeds
Vehicle-Based Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
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
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Elementalist-
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Blinding Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Impaired: Blind'
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Possessor's Metal element spells cost 500 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
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
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 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 Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Hand of Shining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-additive Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal 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 Wounded: Sawn Apart
Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Improved Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/2 Damage
Powerful Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability deal an additional 10,000 points of Flat Fire element Damage with the same conditions on missing as the Flat Fire element Damage that said actions would otherwise possess
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
Searing Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Pain'
Superheated Fire- (Passive Ability, Elementalist) If possessor is Level 20 or greater, Fire Damage dealt by possessor pierces all of the Defense, excluding Defense that is specifically Defense against Fire, of individuals below Level 40 who are below possessor's Level
Pyromancer's Pyromania- (Passive Ability, Elementalist) Possessor's chances of inflicting Burning that come from Fire element Elemental Magic spells or Elementalist abilities, not including Burning's sub-status effects, are increased by 10%
Throw Inferno Globes- (Passive Ability, Elementalist) Possessor's attacks generated by the ability 'Toss Flame Globes' inflict Burning on targets below Level 40
Throw Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/3 Damage
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
Engineer-
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Eternal Champion-
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Sunlike, Splendidly-Shining Hope-Body- (Passive Ability, Eternal Champion) If possessor is Hope element, is a devout worshipper of Selereth Helios, and is a Solar Being, possessor's allies obtain +5,000 to all stats as a non-stacking effect
Friendship-
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
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 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
Bob the Manly Lion II's Compadre- (Passive Ability, Frienship) Possessor gains +5,000 STR and +200 unmodified STR if possessor possesses an ally named 'Bob the Manly Lion II'
Connection to the Essence of the Sun Queen Selereth Helios- (Passive Ability, Friendship) Possessor gains +50,000 MP, Possessor gains +300 to all unmodified stats if Light element or a Solar Being, Possessor's Solar Being summons that are below Level 100 are never uncontrolled, Possessor counts as 1 Level higher for the purpose of equipping Solar Being pets and summons, as well as for the purpose of determining what Solar Being summons possessor can summon, to a max of Level 79, Has RP effects
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili's Shielding Golem', Whenever possessor heals an individual named 'Lili's Shielding Golem' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili's Shielding Golem'
Good Friend of Lili von Mion- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili von Mion', Whenever possessor heals an individual named 'Lili von Mion' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili von Mion'
Good Friend of Patchy Wisdom- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Patchy Wisdom', Whenever possessor heals an individual named 'Patchy Wisdom' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Patchy Wisdom'
Good Friend of Salkat- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Salkat', Whenever possessor heals an individual named 'Salkat' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Salkat'
Heated Rival of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Lili's Shielding Golem', If an individual in the same battle as possessor named 'Lili's Shielding Golem' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Rapunzel's Hero- (Passive Ability, Friendship) Possessor gains +200 to all stats if on the same side as an individual named 'Rapunzel'
Flux Baron-
♢Allbeast Body- (Passive Ability, Flux Baron) Possessor may, up to one times at the start of each round, replicate the effect of any ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Possessor may summon up to 2 Animals, Umbrals, Shapeshifters, or Monsters from the enemy list that are below Level 200 and are normally fightable for drops at the start of each round, Max 200 summoned, 25% Possessor gains 1 additional actions per round, This effect has no effect if any of possessor's living opponents possess the ability 'Necromancer' (or a higher tier-level ability from the same tree) or have the item *Crown of Anadar equipped
♢Allbeast's Shadow- (Passive Ability, Flux Baron) Up to one time at the start of each round if possessor is a Monster, Shapeshifter, Umbral, or Animal, if possessor acted during the previous round, and if at least one Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops performed an action on a prior round of combat, possessor may choose to replicate the effect of any previously-performed-withing-the-same-battle ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
♢Allbeast's Thousand Ruinous Poisons- (Passive Ability, Flux Baron) Possessor gains '(Possessor Level)% inflicts Poison', Possessor's Stat Damage cap may be based on Constitution instead of Mind
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor’s Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beast Within the Heart- (Active Ability, Flux Baron) Possessor may skip a turn to gain + (5 x Level) STR, + (3 x Level) CON, and + (40 x Level) Melee Attack for each empty Weapon Slot. Possessor may choose to also become enraged. Possessor may spend a turn to revert back to normal, and may not use transformations while using this ability. This ability may only be used once per battle unless its effect is somehow dispelled or possessor chooses to revert back to normal.
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
♢Devouring Hundredfold Maws- (Passive Ability, Flux Baron) Possessor's 'Melee Attack' actions may gain 'Deals HP Drain' if possessor is a Shapeshifter, Monster, Animal, or Ooze
♢Distortion Howling- (Passive Ability, Flux Baron) Possessor's 'Ranged Attack' actions may deal (Possessor Level * 100) Stat Damage to all stats
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
♢Leap from the Shadows of Beasts- (Passive Ability, Beastmaster) Whenever possessor performs a 'Shift Rows' actions, possessor may enter any battlespace that possessor possesses at least one Monster or Animal ally in so long as no individual that is 5 or more Levels greater than possessor or that is Level 200 or greater that is in the battlespace that possessor is entering or the battlespace that possessor is leaving objects
Self-Regenerative Metamorphosis- (Passive Ability, Flux Baron) Giver of Regenerative Metamorphosis, Giver of Flux Regeneration, Giver of Restorative Metamorphosis, and Giver of Flux Restoration also apply to possessor
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Gatekeeper-
100,000 Ambulatory Devourer-Mouths- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may deal HP Drain, gains +100,000 Ranged Attack, gains +100,000 Melee Attack, and may have its 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', and 'Ranged Overdrive' actions gain '1 hit against 100,000'
Adept Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Assumption of the Essence of the Outsider- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to become the subtype Outsider
Aurora-Crowned Domain-Ruler- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains 40% Ice Resistance, gains 40% Nobility Resistance, and terrains and phantom terrains with possessor as a source cannot be destroyed or altered without possessor's permission by sources below Level 80
Base Outsider Synchronicity- (Passive Ability, Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Bilocational Combat-Blur- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains +50% uncapped Dodge against attacks; entities may negate this bonus for the duration of an attack if they are performing said attack by reducing the 'X' component of that attack's '1 hit against X' by 1
Clocklike Apocalypse-Eyes- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may, once per round, before one of its actions, deal 2,000,000 Flat Destruction & Fire & Glory & Time & Fate element Damage to up to 100,000,000 entities
Cross-Dimensional Keening Call- (Passive Ability, Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Dodge Between Dimensions- (Passive Ability, Gatekeeper) Possessor gains +5% Dodge if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Dodge through Space- (Passive Ability, Gatekeeper) Possessor gains +5% Dodge if possessor is Spatial element
Emerald-Soul Kaiju- (Passive Ability, Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Eyes of the Multispace-Predator- (Passive Ability, Gatekeeper) Possessor gains 150% To Hit and may target individuals in other battles in the same thread that do not contain opponents of Level 60 or greater; possessor may be targeted until the end of the round after the round possessor targets an individual in another battle through this ability by said targeted individual
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects
Halo of Etched Diagram-Eyes- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor gains +50,000 MIN, gains +500,000 MP, gains +5,000 Defense against MIN Damage, and may scan the stats of up to 20 entities at the start of each round
Inferno Gate Body- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial element or is Fire element, and is Level 40 or greater, possessor may deal 600,000 Flat Fire element Damage to any individual who conducts an offensive action against possessor at the end of said action
Luminous, Ooze-Spawning Footprints- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, whenever possessor switches rows, possessor may create a Zone of Energy and attach an effect to it that stacks 200 times per zone and across zones, that summons an Ooze below Level 80 at the start of each round, with a max of 200 summoned across all such effects per summoner
Mind-Breaking Kaleidoscope Body- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may gain or lose any combination of base elements at the start of each round, may deal 10,000 Flat MIN Damage of any combination of base elements to any number of opponents, and may have a 200% chance of inflicting Confusion and a 10% chance of inflicting Insanity on all such opponents
Opener of Doorways- (Passive Ability, Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). 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.
Outsider Traits- If possessor is an Outsider, 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 10 as an effect that does not stack with other Defense 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 other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outwardly-Unfolding Flame-Wing Soul- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, at the start of each round, possessor may choose to gain a buff that stacks 200 times that provides +2,000 SPI and +20,000 MP that gives its possessor the element Fire
Pernicious Mirror-Existance- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial, Mystic, or Light element, and is Level 40 or greater, possessor has a 50% chance of being able to Reflect any action of an individual below Level 60
Portal Body- (Passive Ability, Gatekeeper) If possessor is Spatial element, is an Outsider, and is Level 40 or greater, Possessor allies (not including possessor) may leave random quests they are in at the start of any round, Has RP effects
Reality-Dredging Hands Which Grasp the Lost- (Active Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may spend an action to replicate a buff or debuff that was previously on an entity in the same battlespace at an earlier point in the same battle that came from a source that is Level 80 or lower and equal Level to or lower Level than possessor, placing said replicated copy onto the entity that formerly possessed
Reflexive Mirror-Dodge- (Passive Ability, Gatekeeper) If possessor possesses the capability to Reflect any element or subtype, possessor may, as a pre-emptive counter to an individual below Level 40 or any willing individual have a (100 - said individual's Level)% chance of being able to leave the current battle to enter a new battle, with any individual of Level 40 or greater being able to cancel said counter and/or leaving of the battle
Scholar of Doorways- (Passive Ability, Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Space-Bending Beast- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial element, and is Level 40 or greater, possessor gains 120% Dodge and has a 50% chance of being able to change the target of any action of an indivdual below Level 60 from possessor to any other valid target or to no target
Strike Between Dimensions- (Passive Ability, Gatekeeper) Possessor gains +5% To Hit if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Sun Doorway Body- (Passive Ability, Gatekeeper) If possessor is an Outsider or a Solar Being, is Spatial element or is Light element, and is Level 40 or greater, possessor may deal 2,000,000 Flat Light element Damage to any individual who conducts an offensive action against possessor at the end of said action
Tester of Realities- (Passive Ability, Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
Unsealable- (Passive Ability, Gatekeeper) If possessor is an Outsider or an Angel, possessor gains Awestruck: Sealed Immunity; If possessor is an Outsider or an Angel, possessor may not unwillingly (have its abilities text altered or removed or have its abilities removed) by sources of lower Level that are below Level 60
Watcher of Doorways- (Passive Ability, Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Wings of Light and Thought- (Passive Ability, Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
World-Swimming Dimensional-Parasite Locus-Self- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may gain or solely become the Tier 1 and 2 elements corresponding to any Zone in the same battlespace or to the square mile of any terrain or phantom terrain that is in the same battlespace that exists in the shop, If possessor possesses all elements possessed by Zones, square-mile-correspondants of Terrains, and square-mile-correspondants of Phantom Terrains in the same battlespace, possessor obtains +10,000 to all stats as an uncapped bonus, +1,000,000 HP, 80% Dodge, and 80% Resilience
Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
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
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Phantom Terrain Link Established: Battlefield- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Mountains- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Space- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Guardian
Invulnerability- (Passive Ability, Guardian) +100,000 CON, +100,000 Defense, Possessor is Immune to individuals below Level 60 if possessor is Level 60 or greater
Gunner-
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Heir to the Future
Apprentice Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 5% Technology Resistance
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +500 to all stats while in a Zone of Technology
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hunter
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
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
Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Hunter of All- (Passive Ability, Hunter) Possessor gains +5% To Hit and +5% Critical if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Manhunter- (Passive Ability, Hunter) Possessor may follow Humans and Humanoids out of battlespaces into other battlespaces provided that no entity of Level 40 or greater in either battlespace objects, Possessor gains +5% To Hit against Humans and Humanoids
Hunter's Eyes- (Passive Ability, Hunter) 120% To Hit, +100 AGI, +100 CON, +100 SPI
Trophy Collector- (Passive Ability, Hunter) Possessor gains +100 to all stats for each different type of individual defeated by possessor in a thread, to a max of 50 such individuals
Illusionist
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects
Infinity Designer
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Lord of War-
Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Basic War Machine User- (Passive Ability, Lord of War)- All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Can Modify War Machines to Better Utilize Power- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +500 MP
Focused Targetting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targetted by offensive actions by another War Machine
Improved Passenger Shielding- (Vehicle Trait, Lord of War) Possessor's passengers gain +1,000 Defense
Lawnmower Mania- (Passive Ability, Lord of War) Possessor's War Machine and Vehicle transformations that have a chance of inflicting Wounded have said chance raised by 10%
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
Mounted Gun Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 30,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Mounted Missile Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 60,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Monster- (Passive Ability, Master of Monsters) Possessor may, at the beginning of a thread, choose to become the subtype Monster
Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), Prime Attribute(s), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread, When possessor uses an ability with a listed Prime Attribute for an attack that would normally incorporate the Prime Attribute of the enemy using it were the enemy from the Enemy List that it is from to use it, possessor uses the Prime Attribute recorded with said ability
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Broadened Assumption of Powers- (Passive Ability, Master of Monsters) Possessor may choose to gain up to 2 abilities from possessor's Morphically Replicated Essence Pattern Reservoir for possessor's 'Basic Assumption of Powers' ability instead of one
Colossal Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Eyes of the Mirror-Beast- (Passive Ability, Master of Monsters) Twice per thread, when an entity from the Enemy List that is below Level 60 and is normally fightable for drops uses an ability, possessor may opt to select that ability. Possessor may spend an action to replicate any such selected ability as though doing so as though an instance of said entity is performing said ability
Formshift: Monster- (Stance Ability, Master of Monsters) Possessor's subtype becomes Monster
Gargantuan Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Improved Assumption of Powers (Level 5 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 5 and lower, Possessor must be Level 6 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 2-5; should possessor cease to be Level 6 or greater, possessor's abilities from sources of Levels 2-5 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 6 or greater again
Improved Assumption of Powers (Level 19 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 19 and lower, Possessor must be Level 20 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 6-19; should possessor cease to be Level 20 or greater, possessor's abilities from sources of Levels 6-19 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 20 or greater again
Improved Assumption of Powers (Level 39 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 39 and lower, Possessor must be Level 40 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 20-39; should possessor cease to be Level 40 or greater, possessor's abilities from sources of Levels 20-39 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 40 or greater again
Large Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Little Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Many Tendrils- (Passive Ability, Master of Monsters) Possessor gains +1,000 Melee Attack and 20% may inflict Paralyzed, Possessor may exchange 2 Accessory Slots for 2 Weapon Slots for the duration of any thread, to a max of 12 Weapon Slots
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Small Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Monster- (Passive Ability, Master of Monsters) Possessor's 'Small Monster', 'Little Monster' and 'Tiny Monster' abilites do not give possessor an Strength or Constitution penalty
Tiny Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Mechanist-
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Machine- (Passive Ability, Mechanist) Possessor may, at the beginning of a thread, choose to become the subtype Machine
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Machine- (Stance Ability, Mechanist) Possessor's subtype becomes Machine
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Machine Traits- (Passive Ability, Mechanist) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Machine
Monk-
*Master of The Lonely Pillar Style- (Passive Ability, Monk) Possessor gains +100,000 Melee Attack if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor gains +100,000 Defense if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor's first attack of each round deals 1,000,000 additional Damage if possessor has no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'Lonely Pillar Style', Possessor gains 2 additional Monk-only bonus weeks each month if possessor did not learn abilities from any Other Ability Shop, Possessor counts as having mastered a 3rd-tier Martial Art Style for prerequisite purposes
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Auto-Rearranging Organs- (Passive Ability, Monk) Possessor gains 50% Resilience
Barrage of Pain- (Passive Ability, Monk) Possessor's attacks that deal more than one hit to a target have each hit after the first deal 100,000 additional Damage to said target.
Basic Gravato-Geoseismic Throw- (Technique Ability, Monk) Possessor may use 'Basic Gravato-Geoseismic Throw' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least two of possessor's weapon slots are open. Said attack gains +240 Melee Attack, may be made from the back row, and has a 15% chance of inflicting Stun. If this technique's user decides to pay 1,000 MP when using it and has at least 800 CON, said action may be made solely Earth element.
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Chop Which Cracks Boulders Like Walnuts- (Technique Ability, Monk) Possessor may use 'Chop Which Cracks Boulders Like Walnuts' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack gainst +25 Melee Attack, and it gains an additional +150 Melee Attack and a 15% chance of inflicting Wounded against Earth element Elementals.
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Fighting- (Passive Ability, Monk) Possessor gains +500 Defense if possessor has been attacked during this thread
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Focused Hand- (Technique Ability, Monk) Possessor may use 'Focused Hand' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack becomes solely Physical element.
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Mirror-Palm- (Technique Ability, Monk) Possessor may use this technique in conjunction with a 'Defend', 'Guard Other', or 'Guard Back Rank' action, so long as possessor possesses at least one open Weapon slot and no other technique is used. Possessor, as part of said action, gains a 20% chance of Reflecting actions from sources below Level 20 until the end of the round as a non-stacking buff.
Mr. Gray- (Passive Ability, Monk) Possessor gains +500 unmodified STR and +500 unmodified CON, Possessor gains +50,000 HP, Possessor is immune to STR Damage and CON Damage from lower Level sources that are below Level 100, Possessor may choose, at the beginning of any thread, to gain up to 5 entity subtypes that possessor possesses abilities named 'Assumption of the Essence of the <Subtype Name Here>' for
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Permanently Mr. Gray- (Passive Ability, Monk) Possessor's buff from the ability 'Mr. Gray' cannot be removed by sources below Level 99 and does not occupy a buff slot
Post-Strike FLEX- (Passive Ability, Monk) Possessor may choose to have a 60% chance of inflicting Charm: Impressed on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Supersonic Phylactery-Destroying Chop- (Passive Ability, Monk) Once per round, when possessor kills an Undead below Level 80 that is not 20 or more Levels greater than possessor that would resurrect itself in response to dying due to an ability whose name includes 'Phylactery', possessor may choose to prevent said resurrection
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
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 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 Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the 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
Paragon of Resolve-
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 5% Will Resistance
Apprentice Will Synchronization- (Passive Ability, Paragon of Resolve) Possessor gains +50 to all stats for each Will element item equipped, Possessor's Will element pets and summons gain +250 to all stats
Apprentice Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Improved Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 10% Will Resistance
Improved Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +1,000 to all stats while in a Zone of Will
Mind Fortified by Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50,000 MP and +500 Defense against Stat Damage if possessor is Will element
Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
Nullify Will- (Passive Ability, Other: Paragon of Resolve) Possessor may remove the element Will from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Will-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Will-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Will from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Paragon of Resolve- (Passive Ability, Other: Paragon of Resolve) Possessor ignores (1 * (Possessor Level/5), rounded down)% Will Resistance, Possessor ignores Will Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Unified Knowledge of Will and Fire- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Unified Knowledge of Will and Suns- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Unified Knowledge of Light and Will- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Uplifted By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Will
Will Immunity- (Passive Ability, Other: Paragon of Resolve) Possessor gains Will Immunity against sources below Level 20 if Level 20 or greater
Will Manipulation- (Passive Ability, Other: Paragon of Resolve) Possessor may choose one of the following at the beginning of each round if Will element: Create a Zone of Will, Remove a Zone of Will created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Will by either possessor or a source below Level 20, Add Will to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Will element on a Will element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Will, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Will, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Will element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Will to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Will, 5% Will Resistance, or +50 Defense against Will and 1% Will Resistance until the end of the round as a non-stacking buff
Will-Powered Infliction-Block- (Passive Ability, Other: Paragon of Resolve) If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction
Zonal Will Control- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of each round, choose one Zone of Will that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Animals- (Passive Ability, Priest) Possessor's Animal summons and possessor's allies' Animal summons have a 30% chance of being afflicted with Elevated when summoned
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Archpredator's Ceaseless Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +(100 * X) to all unmodified stats, gains +(100 * X) Melee Attack, and gains +(1,000 * X) HP, X is equal to the number of months possessor has possessed this ability, to a max of 200 (started October 2013)
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Empowered By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution 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 Evolution
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Highly Evolved- (Passive Ability, Other: Progenitor of Species) Possessor obtains +1,000 to all stats if possessor is Evolution element
Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural stats are 10 points higher for each 100 points worth of bonuses to stats its summoner possessed due to buffs at the time of summoning, to being a max of 2,000 points higher
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nourished By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Evolution
Nullify Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may remove the element Evolution from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Evolution-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Evolution-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Evolution from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Unified Knowledge of Evolution and Fire- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Unified Knowledge of Evolution and Suns- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Unified Knowledge of Light and Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Uplifted By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Evolution
Zonal Evolution Control- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of each round, choose one Zone of Evolution 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
Prophet of the Highest Heavens
Base Holy One Synchronicity- (Passive Ability, Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Radiant Hierophant-
Absorb Light- (Passive Ability, Other: Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Other: Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Other: Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light 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 Light
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Other: Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Other: Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Other: Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Radiant Hierophant- (Passive Ability, Other: Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Light- (Passive Ability, Other: Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
Zonal Light Control- (Passive Ability, Other: Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light 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
Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack and +50 STR if possessor has an Axe equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, +3 Base AGI while Berserk, possessor may inflict Berserk on self once per thread as an action
Blood-Soaked Glory- (Passive Ability, Ravager) Possessor gains +200 to all stats if at least 100 individuals have died in this thread
Cleaver-Handed Stance- (Stance Ability, Ravager) Wielder may count open weapon slots as Axes for purposes of Ravager abilities
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Hockey Maniac- (Passive Ability, Ravager) Possessor gains +2,000 Melee Attack if an Axe is equipped, Possessor may choose to count Polearms as Axes for purposes of Ravager abilities
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target
Reality Arranger-
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Magic Attunement- (Passive Ability, Other: Reality Arranger) All Spatial Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial 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
Ritualist-
Adept Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 10,000 less MP to cast, Ritual 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 Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Expert Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Mobile Ritual Circles Made Out of Blood Lions!- (Passive Ability, Ritualist) If possessor has at least 15 allies who are Lions summoned by possessor's 'I Have Lions for Blood!' ability, possessor may choose to count as possessing a Ritual Magic Circle effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefited from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Robot- (Passive Ability, Roboticist) Possessor may, at the beginning of a thread, choose to become the subtype Robot
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Can Call On Dorbel Heyr For Assistance- (Passive Ability, Roboticist) Possessor may, once per round, at an turn-order-determining count of 102,000, spend 3,210,000 MP to replicate an action of a Level 45 Aerial & Robot named 'Dorbel Heyr' with 102,000 AGI that performs an attack named 'Missile Rain' with Agility as its Prime Attribute that possesses '1 hit against 50,000'
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Formshift: Robot- (Stance Ability, Roboticist) Possessor's subtype becomes Robot
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Robot Calling I- (Passive Ability, Roboticist) Possessor's Robot summons gain +20 to all stats
Robot Calling II- (Passive Ability, Roboticist) Possessor's Robot summons gain +200 HP
Robot Calling III- (Passive Ability, Roboticist) Possessor's Robot summons gain +500 MP
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Ruin Bringer-
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of 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 Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Forcibly Ship Crack Pairing- (Active Ability, Scholar) Possessor may spend an action to have any one individual in battle that is either willing or below Level 60 inflict Charm, Charm: Lust, or Charm: Lovestruck on any one target that is a different subtype that is also either willing or below Level 60
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Lecturer's Stance- (Stance Ability, Scholar) Allies gain +20 to any one stat whenever possessor casts a spell so long as a Book is equipped. This effect counts as a buff that lasts 5 rounds and stacks 5 times (with different stat choices not counting as different buffs for stacking purposes). Leadership spells cost 50 less MP to cast and affect 3 more targets if they already affect multiple targets.
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Open-Book Stance- (Stance Ability, Scholar) +30 Magical Atttack so long as a Book is equipped
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Reader of Glyphs- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Glyph Magic is equipped. Glyph Magic spells cost 150 less MP and take 1 less turn to cast if they are ally-buffing spells that take multiple turns.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Reader of Sigils- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Sigil Magic is equipped. Sigil Magic spells cost 150 less MP and take 1 less turn to cast if they are self-buffing spells that take multiple turns.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times
Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Seakeeper-
Acid Sea Leviathan- (Passive Ability, Seakeeper) If possessor is an Aquatic, is Level 40 or greater, and is in a Zone of Acid, possessor gains +1,000,000 HP and possessor's 'Powerful Attack' may deal Drain
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Assumption of the Essence of the Aquatic- (Passive Ability, Seakeeper) Possessor may, at the beginning of a thread, choose to become the subtype Aquatic
Blue-Ring Octopus Poison- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 30% inflicts Posion and 30% inflicts Paralyzed
Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Form of Submarine- (Stance Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor gains +200 AGI, +200 CON, +1% To Hit, counts as a Vessel, becomes an Aquatic, becomes a Machine, and counts as a Vehicle
Formshift: Aquatic- (Stance Ability, Seakeeper) Possessor's subtype becomes Aquatic
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Improved Sonar- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine and is in the 'Form of Submarine' stance, possessor gains 135% To Hit and Impaired: Blind Immunity
Octopus Battle-Dance- (Passive Ability, Seakeeper) If possessor either is an Aquatic and starts a round in 'Form of Octopus' stance, or possessor is an Aquatic and enters 'Form of Octopus' stance, possessor may choose, in a non-stacking manner, to obtain the buff provided by possessor's 'Octopod Multiwielding' ability, performing the associated slot-conversion while doing so and then, upon doing so, may equip carried items into those slots that would normally be equippable in those slots. Possessor, if an Aquatic and in 'Form of Octopus' stance, may not have possessor's 'Octopod Multiwielding' buff removed by equal or lower-Level sources below Level 99 unless wielder is afflicted with Wounded: Maimed.
Octopus's Arms- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor's 'Melee Attack' actions have an 8% chance of inflicting 8 hits against 1 against targets below Level 10
Octopus Cameoflage- (Passive Ability, Seakeeper) If possessor is an Aquatic, is in the 'Form of Octopus' stance, is in a Zone of Water, and there is a Terrain or Phantom Terrain present, possessor gains 35% Dodge
Octopus's Dexterity- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 AGI and 110% To Hit
Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Octopod Jar-Fitting Technique- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 20% Dodge
Octopod Multiwielding- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor may, at the start of a thread, exchange up to 8 Accessory slots for Weapon slots, to a max of 8 total weapon slots
Octopus's Pliable Body- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +30 Defense and 5% Dodge
Submarine Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor may choose to count as being in the 'Form of Submarine' stance when not in said stance
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Shadow Blade-
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Frontstab- (Technique Ability, Shadow Blade) Possessor may use Frontstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. +45 Melee Attack, may not be used on targets who are in possessor's row formation.
Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Pelican Ripper- (Active Ability, Shadow Blade) This character may use Pelican Ripper in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. This attack gains +400 Melee Attack against Aerials and has a 5% chance of inflicting AGI Drain on Aerials.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Throat-Slitter- (Active Ability, Shadow Blade) +55 Melee Attack, 5% inflicts Silence, 5% inflicts Wounded, this attack has no effect if used after target has taken an action, this ability may be used in conjunction with a Melee Attack so long as a Dagger is equipped so long as no other technique is used
Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move
Slayer
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
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
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
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 Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Spatial Mage
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial 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 Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
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-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
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 Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
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
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Contains a Spatially-Linked Sub-Dimension Consisting of a Moon-Sized Star Blessed By Selereth Helios- (Passive Ability, Subspace Architect) Possessor's abilities named 'Sun Doorway Body' and this ability may not be removed disabled by sources below Level 80, Possessor gains 20% Light Resistance and 20% Fire Resistance if possessor is Spatial element
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandeliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Legacy Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Resilience is multiplied by 4, possessor's Defense is multiplied by 1.5, possessor's Defense Against Stat Damage is multiplied by 1.5, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). 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.
Large Structure Traits- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. 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.
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped separately at their normal caps) and that uses Mind as its Prime Attribute
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
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 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
Bleeds Shining Lions- (Passive Ability, Summoner) The offensive actions of Lions summoned by possessor's 'I Have Lions for Blood!' ability may gain '30% inflicts Impaired: Blind: Constant Glare
Can Stop Self From Bleeding Lions- (Passive Ability, Summoner) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon, If possessor has the ability 'Has Obtained the Animal-Master Doctor's Self-Suturing Injection', possessor gains +100 to all stats
Improved Blood Lion Damage- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability have the Damage values of their abilites increased by 2,000 points
Improved Blood Lion Durability- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability gain +5,000 HP
Improved Blood Lions I- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +200 to all stats
Improved Blood Lions II- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +500 to all stats
Improved Blood Lions III- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +1,000 to all stats
Lions Burst From My Bloodstream With EXTRA FEROCITY!- (Passive Ability, Summoner) Whenever possessor summons a Lion through possessor's ability named 'I Have Lions For Blood!', said Lion has a 30% chance of inflicting Confusion: Fear on every opponent
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
The Lions I Bleed Can Adapt to the Sun- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability may possess the subtype Solar Being instead of their normal subtype, and, if they do so gain Hexed Immunity, Diseased Immunity, 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor, and 300% Darkness Weakness
Sun Duke-
Acclimation to Suns- (Passive Ability, Other: Sun Duke) Possessor gains 10% Light Resistance, 10% Fire Resistance, 40% Burning Resistance, 40% Awestruck Resistance, and 40% Impaired: Blind Resistance, Has RP Effects
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Solar Being- (Passive Ability, Other: Sun Duke) Possessor may, at the beginning of a thread, choose to become the subtype Solar Being
Aura of the Soothing Sun- (Passive Ability, Sun Duke) Possessor's Solar Being allies Regenerate 50,000 HP per round
Aura of the Wrathful Sun- (Passive Ability, Sun Duke) Possessor' may deal 50,000 Flat Fire & Light element damage to each opponent who is not a Solar Being at the start of each round
Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Blinding Blood- (Passive Ability, Other: Sun Duke) Possessor has a 30% chance of inflicting Impaired: Blind on any individual who inflicts damage on possessor
Blood of Controlled Sunfire- (Passive Ability, Sun Duke) Possessor may have a 50% chance of inflicting Impaired: Blind on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Burning on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Awestruck on any individual who Damages possessor, Possessor may have a 50% chance of being able to deal 1,000,000 Flat Fire & Light element Damage to any individual who Damages possessor
Empowered by Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun
Formshift: Solar Being- (Stance Ability, Other: Sun Duke) Possessor's subtype becomes Solar Being
Improved Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) If possessor possesses a Sun Duke ability called 'Improved Ultraviolet Sunbeam Gaze', then any ability called 'Improved Ultraviolet Sunbeam Gaze' that it grants its possessor gains '30% may inflict Burning', '30% may inflict Pain', and 'May deal 2,500 CON Damage'
Mastery of Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun, Possessor's Solar Being pets and summons gain +200 to all stats if the Terrain or Phantom Terrain is Sun, Possessor cannot be negatively affected by effects attached to Terrains or Phantom Terrains that are Sun, provided said effects come from sources below Level 40
Radiant Aura- (Passive Ability, Sun Duke) Possessor's Solar Being allies gain +400 to all stats
Solar Acclimation- (Passive Ability, Other: Sun Duke) Possessor gains 5% Light Resistance
Solar Being Traits- (Passive Ability, Other: Sun Duke) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Solar Being. Possessor gains 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor and 300% Darkness Weakness so long as possessor is an Solar Being.
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) Possessor gains the ability:
Ultraviolet Sunbeam Gaze- 20,000 Damage, 30% inflicts Poison: Irradiated, This action's Prime Attribute is Spirit, Atomic & Light, 30,000 MP
Swordsman-
Accurate Sword Use- (Passive Ability, Swordsman) Possessor gains +1% To Hit when a Sword is equipped
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword 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 Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Armored Swordsmanship- (Passive Ability, Swordsman) +60 Melee Attack while possessor has both a Sword and a Heavy Armor equipped, +1% To Hit while possessor has both a Sword and a Heavy Armor equipped
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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 Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bloody Slash- (Technique Ability, Swordsman) Possessor may use 'Bloody Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Blustering Slash- (Technique Ability, Swordsman) Possessor may use 'Blustering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Breathless Slash- (Technique Ability, Swordsman) Possessor may use 'Breathless Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Corona Slash- (Technique Ability, Swordsman) Possessor may use 'Corona Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Crisis Overcrash: Million-Sword Rain- (Technique Ability, Swordsman) Possessor may use 'Crisis Overcrash: Million-Sword Rain' in conjunction with a 'Melee Overdrive', 'Ranged 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 Sword equipped. Said action gains +10,000 Melee Attack, +10,000 Ranged Attack, a Prime Attribute of 'STR + AGI', deals 1/2 Damage, and gains '10 hits against all opponents'. Said action sets its user's MP to 0 for the remainder of the thread.
Crisis Slash- (Technique Ability, Swordsman) Possessor may use 'Crisis Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Current Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Dangerous Sword Use- (Passive Ability, Swordsman) Possessor gains +1% Critical when a Sword is equipped
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dicing Slash- (Technique Ability, Swordsman) Possessor may use 'Dicing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Double Slash- (Technique Ability, Swordsman) Possessor may use 'Double Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '2 hits against 1' and deals 1/3 Damage.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Drakeling-Bane Blade- (Passive Ability, Swordsman) Possessor gains +40 Melee Attack against Dragons if a Sword is equipped.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword 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 Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer (2)- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Fire Slash- (Technique Ability, Swordsman) Possessor may use 'Fire Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Frigid Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Frozen Slash- (Technique Ability, Swordsman) Possessor may use 'Frozen Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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 Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hefty Strike- (Passive Ability, Swordsman) Possessor's 'Powerful Attack' technique provides an additional +200 Melee Attack and may be used in conjunction with 'Powerful Attack' actions
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Slash- (Technique Ability, Swordsman) Possessor may use 'Hungering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Impact Slash- (Technique Ability, Swordsman) Possessor may use 'Impact Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee 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.
Magma Slash- (Technique Ability, Swordsman) Possessor may use 'Magma Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Maiming Slash- (Technique Ability, Swordsman) Possessor may use 'Maiming Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Mamma Bear Slash- (Technique Ability, Swordsman) Possessor may use 'Mamma Bear Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Master Sword Training- (Passive Ability, Swordsman) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Sword, Possessor deals 5% additional Damage while possessor has a Sword equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Sword equipped and is not 20 or more Levels below said Boss's Level
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee 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 Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Sword and Board Stance- (Stance Ability, Swordsman) Possessor gains +200 Melee Attack and +200 Defense if possessor has both a Sword and a Shield equipped while in this stance.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword 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
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Wind Slash- (Technique Ability, Swordsman) Possessor may use 'Wind Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.
Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells gain +10 Melee Attack and cost 10 less MP, user gains +20 AGI on the first turn of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occurring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating separate instances of Damage with multiple stackings
Install Basic Spatial Trapdoors- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive if said ally is a Large Structure, with said damage-dealing occurring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating separate instances of Damage with multiple stackings
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
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy ‘ (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with ‘Transmute Arms:’ to this ability, and possessor’s ‘Mutative Arms’ ability may treat said spell as being equipped
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor’s equipped Transmutation spells that begins with ‘Transmute Arms:’ that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell’s effects are applied
Sharp Essence- (Passive Ability, Transmuter) Possessor gains +200 Melee Attack and +200 Magical Attack, this ability provides an additional +200 Melee Attack for each open Weapon slot possessed by possessor, to a max of 5 such slots, this ability provides an additional +200 Magical Attack for each open Spell slot possessed by possessor, to a max of 5 such slots, Possossor gains 15% Critical
Shifting Weapon Stance- (Stance, Transmuter) Possessor’s weapons with base subtypes may have themselves instead count as any other base subtype
<Transmuter>
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Unreality Coordinator-
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element
Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Travel Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost 10 less MP
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
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Traveller- (Passive Ability, Wanderer) 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
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain item item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Walker of the Sea of Glass- (Passive Ability, Wanderer) +60 AGI, +5% Dodge
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock-
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
Warrior-
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
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Incredibly Manly- (Passive Ability, Warrior) Possessor gains +300 unmodified STR and CON, Possessor gains +15,000 HP
Wizard-
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic 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.
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
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 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
Basics-
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Dance Attunment- (Passive Ability, Dancer) All Dance spells with a duration that cost an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost 10 less MP
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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.
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor’s Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
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
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor’s Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor’s Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
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
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Basic Unarmed Technique Attunement- (Passive Ability, Monk) This character gains +30 Melee Attack when no weapon is equipped. This character gains +30 Defense when no armor is equipped.
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
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
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Blue Mage Abilities-
Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread
Broadened Assumption of Powers- (Passive Ability, Master of Monsters) Possessor may choose to gain up to 2 abilities from possessor's Morphically Replicated Essence Pattern Reservoir for possessor's 'Basic Assumption of Powers' ability instead of one
Improved Assumption of Powers (Level 5 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 5 and lower, Possessor must be Level 6 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 2-5; should possessor cease to be Level 6 or greater, possessor's abilities from sources of Levels 2-5 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 6 or greater again
Improved Assumption of Powers (Level 19 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 19 and lower, Possessor must be Level 20 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 6-19; should possessor cease to be Level 20 or greater, possessor's abilities from sources of Levels 6-19 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 20 or greater again
Improved Assumption of Powers (Level 39 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 39 and lower, Possessor must be Level 40 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 20-39; should possessor cease to be Level 40 or greater, possessor's abilities from sources of Levels 20-39 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 40 or greater again
Morphically Replicated Essence Pattern Reservoir:
viewtopic.php?f=20&t=8734
Other-
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
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 Weapon of Legend Training- (Passive Ability, Other: Legend) Possessor gains +1,000 Melee Attack, Ranged Attack, and Magical Attack when a Weapon of Legend is equipped; Possessor gains +1,000 STR, CON, AGI, MIN, and SPI when a Weapon of Legend is equipped. Possessor may equip Weapons of Legend that state 'may not normally be equipped unless a proper ability is possessed'
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%
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
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
Eight-Accessory Stance- (Stance Ability, Magewright) Possessor loses up to 8 Consumable slots, if possessor has less than 8 Accessory slots, possessor gains Accessory slots, to a max of 8 such slots, until possessor has at least 8 Accessory slots
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. 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.
Iron Heart- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience, Individuals below Level 40 may not Critical possessor
Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP
Looks Dapper In Tall Hats- (Passive Ability, Clothier) Possessor's Charm infliction chances increase by 5% if possessor has a Hat equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor’s HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual’s stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats)
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a threadAnd With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Shockingly Impressive Muscles- (Passive Ability, Kinetic Emperor) Possessor gains +500 STR, +500 CON, +5,000 HP, and +500 Defense, Possessor's chances of inflicting Charm: Impressed are increased by 20%, Instances of Charm: Impressed that possessor inflicts on opponents cause possessor to count as possessing 2,000 additional points of STR (as an uncapped bonus) for purposes of attacks that target those opponents
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.
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack
Price Gouge- (Technique Ability, Merchant) Possessor may use 'Price Gouge' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Cast a Spell', or 'Use an Item' if no other technique is used. All Gold Damage that possessor deals as part of said action is doubled, to a max of 1,000,000 additional points, as an effect that does not stack with other Gold-damage-doubling effects.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Space-Cutting Blade- - (Technique Ability, Soldreidrethanoi) Possessor may use 'Space-Cutting Blade' in conjunction with a 'Ranged Attack' or 'Point Blank' action if possessor has a Bailartrix equipped and no other technique is used. Said action gains +2,500 Ranged Attack and becomes solely Spatial element.
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Statue Impersonator- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience while a Golem
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
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
Expert in Aerial Combat- (Passive Ability, Skykeeper) Possessor gains +5% Dodge, +500 Defense, and +500 to all stats while in a Zone of Air
Reflect Explosions by Sweeping Air- (Passive Ability, Soldier) If possessor has an item with 'Broom' in its name equipped, possessor gains '50% may Reflects actions that target more than one individual that come from sources below Level 60 that are no more than 5 Levels above possessor'
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Moon-Nose Inversion- (Active Ability, Astromancer) Possessor may spend an action to set the Nose Status of a Nose-Bearing Moon Face to 'Inverted' if it is 'Non-Inverted' or to 'Non-Inverted' if it is 'Inverted'
Whale-Wielding- (Passive Ability, Other: Fisherman) Possessor may equip Fish that are Weaponx2's in a single Weapon slot, Possessor gains +2,000 Melee Attack if possessor has a Weaponx2 that is a Fish equipped
Badly Impersonate Outsider- (Stance Ability, Spy) Possessor's subtype becomes Outsider while no opponent is Level 20 or greater, Possessor gains +100 to all stats while in this stance if no opponent is Level 20 or greater
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
I'm In a Tank!"- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform into a Vehicle transformation that possessor has equipped and then, as a non-pre-emptive counter to the same action, use any one of said vehicle's Abilities as an action, provided that possessor could normally use said ability as an action
Basic Cosmic Powers- (Passive Ability, Superhero) Possessor gains +1,000 to all stats while in a Zone of Astral, possessor may make any of possessor's actions that involve the casting of a Super Power spell solely Astral element
Has Consumed X = # of the Permanent Consumable "Greater Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possesor gains +10% Dodge and +5,000 Melee Attack, Cannot be used in combos
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Other: Divine Philosopher
Apprentice Azoth Synchronization- (Passive Ability, Divine Philosopher) Possessor gains +50 to all stats for each Azoth element item equipped, Possessor's Azoth element pets and summons gain +250 to all stats
Basic Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 1% Azoth Resistance
Basic Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to all stats if Azoth element
Basic Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +50 to all stats
Basic Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 Defense against Azoth
Basic Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +10 to all stats
Basic Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats while in a Zone of Azoth
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Other: Enlightened Sensei
Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Thermonuclear Disciple
Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Basic Acceleration Within Atomic's Dominion- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Atomic
Basic Affinity to Healing Via Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor obtains Atomic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Improved Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 10% Atomic Resistance
Radiation-Eater- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Other: 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
Notably Powerful Abilities-
Third or Higher Tier Classes
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
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
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
Blazing Sultan- (Passive Ability, Other: Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
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
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Radiant Hierophant- (Passive Ability, Other: Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
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- (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.
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
<Transmuter>
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
Fourth Tier Abilities-
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons 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 an Axe
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Fifth Tier Abilities-
Expert Chef Proficiency- (Passive Ability, Chef) Possessor may use a single charge of one Food or Drink consumable at the start of each round
Sun Queen's Blessing of Light- Possessor gains (Possessor Level)% Light Resistance, Worshipper Benefit
Power of the Heart of the Moon- Possessor gains +100 to all unmodified stats, Worshipper Benefit
Brilliant Light of Selereth Helios- If possessor is Level 5 or greater, possessor's Light element attacks gain a 5% chance of inflicting Awestruck, Worshipper Benefit
Sun's Holy Wrath- If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal 1.5 times Damage to Abstracts, Undead, Demons, Fiends, and Devils; If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal .5 times normal Damage to Solar Beings and Illuminated
Manly Awesomeness- If possessor is Level 15 or greater, possessor gains +500 Melee Attack, +500 STR, +500 CON, and +5,000 HP, Worshipper Benefit
Destined Victory- If possessor is Level 20 or greater, possessor is Immune to individuals below Level 20, Worshipper Benefit
Light of Order- If possessor is Level 30 or greater, once per thread at the start of a round, possessor may choose for all of possessor's opponent's multiply their Sum of Relevant Attributes by 1 to get their Randomized Attribute Sum values when calculating damage for the remainder of the round, Worshipper Benefit
Collateral Damage Elimination- If possessor is Level 35 or greater, possessor may choose at the start of each round to not be able to damage allies (not including possessor) during said round, Worshipper Benefit
Fortune:
* Darston and the Golem have a staredown at each other across a giant battlefield. There is tension in the air and they might end up allies or enemies.
* A man with flowing locks of sunfire dismissively fires a heat ray at Darston, whose body becomes a fire-gate and eats it. Darston then charges across a fancy wooden floor in a room filled with chandaliers, punches the man, and causes the man to explode. When the explosion clears, a door in the room opens, and a THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston is grappling with a tentacle-horror and winning, for he is almost as tentacular and happens to be made of sunfire. It fires beams at him, but his mirror-body deflects them.
* Darston is fighting Markus K. in a huge room filled with floating cylinders that are each a different solid color. They leap from cylinder to cylinder, and the monkey is fighting with a city-erasing rocket launcher that is guided by fate whose ammo resists spatial effects. It's a hard-fought fight and both sides look like they could lose.
* Darston space-warps a passage closed behind him and begins walking down a hallway with a piano made of clored light for a floor. Suddenly, a spike is driven through the wall behind him and the corridor seems to die, becoming gray and still. The space-warped wall collapses and a skull-masked man walks through.
* THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston gives a space-shattering howl, blasting apart a room made of crystal webbing as he rips off the head of a man with a long, blue beard, blue robes, and a hat with a burning tome floating above it. He then lands on a magma-covered plane behind a tall, thin, red-haired woman in a similar outfight who notices him but is too busy fighting Doctor Wilburforce to react before Darston punches through her body.
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
Physical Overdrive
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
Abjurer
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Archer
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Bolt Arrow- (Technique Ability, Archer) Possessor may use 'Bolt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
Architect-
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Detransformable Drill-Arm- (Passive Ability, Architect) If possessor has at least 1 open Weapon slot, possessor may choose to gain +350 Melee Attack, to Pierce 500 Defense, and to count as having a Tool weapon whose name is 'Drill Arm' equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Fast Gutter Repair- (Passive Ability, Architect) Whenever possessor places a buff on an ally that is a Large Structure, the point value of all debuffs present on said individual (as an effect that stacks 200 times per debuff) that specifically reduce Defense against Water is reduced by 1
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Minesweeping Broommaster- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor gain +5,000 Ranged Attack
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Assassin
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Caustic Toss- (Technique Ability, Assassin) Possessor may use 'Caustic Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Deft Toss- (Technique Ability, Assassin) Possessor may use 'Deft Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% To Hit.
Cleaver Fling- (Technique Ability, Assassin) Possessor may use 'Cleaver Fling' in conjunction with a 'Ranged Attack' action. The Melee Attack bonus of one Knife equipped by possessor may be treated as a Ranged Attack bonus for purposes of said action.
Knowledge of Deadly Golf- (Passive Ability, Gentleman Assassin) Possessor may, at the beginning of battle, apply a debuff named 'Golf Weakness' to every opponent whose Level is lower than 80 and equal to or lower than possessor's Level, Possessor gains +2,000 Ranged Attack and 30% Critical if possessor has an item equipped whose named includes 'Golf'
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
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster-
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Frog-Hopping- (Passive Ability, Beastmaster) Possessor ignores row-travel restrictions, restrictions related to the Movement stat, grid-travel restrictions, and battle-leaving restrictions imposed by sources below Level 20, Possessor gains +200 AGI, This ability only functions if possessor is an Animal, Shapeshifter, or Spirit
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Has Obtained the Animal-Master Doctor's Self-Suturing Injection- (Passive Ability, Beastmaster) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon
I Have Lions for Blood!- (Passive Ability, Beastmaster) Whenever possessor takes 1% or more of possessor’s HP in damage from a single action, possessor summons a Level (Possessor’s Level / 5 rounded down) Lion, max 50 summoned
Improved Pack Hunter- (Passive Ability, Beastmaster) Possessor gains +25 to all stats for each unique ally on possessor’s side, to a max of +5,000, Possessor’s attacks deal an additional 100 damage, to a max of 50,000 additional damage per Beastmaster ability possessed by an ally of possessor to a max of 5 abilities per ally
Killer Claws (Greater, Extendable)- (Passive Ability, Beastmaster) Possessor gains +15,000 Melee Attack, Possessor may make Melee Attack actions from the back row if possessor possesses at least one empty Weapon slot
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Shepherd (2)- (Passive Ability, Beastmaster) Possessor's Animal pets and summons with the Constant Effect "Unusually Weak" gain +500 Defense, Animal pets and summons of a type that possessor has at least 19 other pets or summons of gain +250 Defense, Possessor gains +50 AGI, +50 CON, and 5% Fatigued Resistance while possessor has at least one Animal pet or summon
Blazing Sultan-
Absorb Fire- (Passive Ability, Blazing Sultan) Possessor Absorbs Fire against sources below Level 20 if Level 20 or greater
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Soul- (Passive Ability, Blazing Sultan) Possessor gains +1,000 SPI if possessor is Fire element
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Blazing Wisdom- (Passive Ability, Blazing Sultan) Possessor gains +50,000 MP if possessor is Fire element
Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Call Forth the Living Fire- (Active Ability, Blazing Sultan) Possessor may spend an action to summon 5 Elementals that are Fire element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Emanate Fire- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element Damage to up to 10 targets
Empowered By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire 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 Fire
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Fire Battle-Aura- (Stance Ability, Blazing Sultan) Possessor deals 10,000 Flat Fire element Damage to each opponent at the start of each round
Fire Body Form- (Stance Ability, Blazing Sultan) Possessor gains +200 Defense against Fire, Possessor gains 15% Fire Resistance, Possessor may deal 5,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor
Fire Immunity- (Passive Ability, Blazing Sultan) Possessor gains Fire Immunity against sources below Level 20 if Level 20 or greater
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire 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 Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +2,000 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Improved Fire Elemental Emanation- (Passive Ability, Blazing SUltan) Possessor's 'Call Forth the Living Fire' ability may summon entities up to Level 20
Improved Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 10% Fire Resistance
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +1,000 to all stats while in a Zone of Fire
Improved Zonal Fire Empowerment- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Element
Infinite Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor gains the element Fire while in Blazing Sultan stances
Meditative Assumption of Fire- (Passive Ability, Blazing Sultan) Possessor may choose, at the beginning of a thread, to become solely Fire element
Nourish Fire- (Passive Ability, Blazing Sultan) Whenever possessor deals HP or MP healing to an Fire element individual, possessor deals 300 additional points
Nourished By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fire
Nullify Fire- (Passive Ability, Blazing Sultan) Possessor may remove the element Fire from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fire-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fire-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fire from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Fire- (Passive Ability, Blazing Sultan) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Burning
Partially Unfettered by the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains 5% Burning Resistance
Predict the Flow of Fire- (Passive Ability, Blazing Sultan) Possessor gains +5% Dodge against Fire element individuals
Reconsume Fire Elemental Spawn- (Passive Ability, Blazing Sultan) Possessor may, at the start of any round, unsummon one of possessor's Fire element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Fire- (Passive Ability, Blazing Sultan) Possessor Reflects Fire against sources below Level 20 if Level 20 or greater
Soothing Fire Emanation- (Passive Ability, Blazing Sultan) Whenever possessor absorbs Damage that is Fire element Damage, Possessor may choose to deal 10,000 Flat Fire element HP Healing to up to 10 targets that are Fire element
Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)
Uplifted By Fire- (Passive Ability, Blazing Sultan) If possessor is Fire element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fire
Zonal Fire Control- (Passive Ability, Blazing Sultan) Possessor may, at the start of each round, choose one Zone of Fire 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
Blessing-
Access Higher Self (Darston)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Darston's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Darston's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Darston's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Darston's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of the Smiling Fire- (Passive Ability, Blessing) Possessor gains +250 to all stats if in a Zone of Fire, Possessor may choose, once per thread, to be afflicted with a minor positive status effect when possessor creates a Zone of Fire
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Invested with Collected Power- (Passive Ability, Blessing) Possessor is immune to individuals below level 5 if at least Level 10, Possessor is immune to individuals below level 10 if at least Level 20, Possessor is immune to individuals below level 20 if at least Level 40, Possessor ignores the Defense and Resistances of individuals below Level 20, Possessor ignores the Immunities of individuals below Level 10
Botanist
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Plant- (Passive Ability, Botanist) Possessor may, at the beginning of a thread, choose to become the subtype Plant
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Formshift: Plant- (Stance Ability, Botanist) Possessor's subtype becomes Plant
Photosynthesis- (Passive Ability, Botanist) Possessor regenerates 1% of possessor's Max HP, to a maximum of 50,000 HP, per round while in a Zone of Light, Possessor regenerates an additional 500 HP per round while not in a Zone of Darkness, Destruction, or Psychic, Possessor gains an additional buff slot that may only be used to hold and carry a Zone of Light, Possessor gains +50 to all stats while in a Zone of Light, This ability only functions while possessor is a Plant
Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. 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.
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Captain-
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 110% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 110% 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 110% 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 Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Captain- (Passive Ability, Captain) All of possesser's Vessel transformations gain +(25* Possessor Level) to all stats
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 130% Dodge while the Terrain or Phantom Terrain is Space
Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Widened Bomb Blast Radius- (Passive Ability, Captain) Possessor's Vessel transformations' abilities that hit at least 10 targets may hit 5 more targets
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Chef-
Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Adept Chef Proficiency- (Passive Ability, Chef) Whenever possessor uses the last charge of a Food or Drink consumable, possessor may, if it is In Stock in the Shop, immediately pay an amount of Gold equal to its cost in the Shop to fully restore its charges, or, if possessor possesses a Secret Formula to make it, may consume the ingredients to said Secret Formula to fully restore its charges
Advanced Grill Use- (Passive Ability, Chef) Food consumables used by possessor that are Fire element that Heal HP provide an additional 5,000 points of HP Healing
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Apportioner- (Passive Ability, Chef) Whenever possessor would spend a single charge of a Food consumable as part of a Serve Food action, possessor may instead spend two charges, with both charges being applied to the same targets
Autocannibalize- (Technique Ability, Chef) Possessor may use 'Autocannibalize' in conjunction with a 'Melee Attack' action. Said action deals HP Drain to its user if its user is targetted.
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
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
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Drink Charge Preservation- (Passive Ability, Chef) Drink Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Carousing Expert- (Passive Ability, Chef) Possessor gains 10% Poison: Drunk Resistance and 5% Confusion Resistance
Cannibal- (Passive Ability, Chef) Whenever possessor kills an individual of the same subtype as possessor who is not more than 20 Levels higher than possessor and is not above Level 79, possessor may, once per round, choose to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 20,000 HP
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Dishwasher- (Passive Ability, Chef) Once per round, when an individual unequips a Food or Drink consumable, possessor may remove a debuff from a Level 1 source from any one target
Drank of the Liquor Dragon's Body- (Passive Ability, Chef) Possessor may choose at the beginning of each thread to have this ability either provide +30% Poison: Drunk Resistance or to give possessor a buff each time possessor is targetted by an action that involves a Drink consumable that can inflict Poison: Drunk that stacks 5 times and provides +100 to all stats
Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
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
Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Gourmand (2)- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Greater Mastery of Spicy- Food consumables used by possessor that buff STR do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 1,000 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
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
Hostess- (Passive Ability, Chef) Whenever an ally enters the battle that possessor is in, possessor may choose a willing ally and give a Food or Drink item that possessor is carrying but does not have equipped to said ally, to a max of once per round
Iron Liver- (Passive Ability, Chef) Possessor gains 30% Poison: Drunk Resistance
Knowledge of Wines- (Passive Ability, Chef) Possessor gains +200 MIN and 10% Poison: Drunk Resistance
Legendary Liver- (Passive Ability, Chef) Possessor gains 80% Poison: Drunk Resistance and becomes immune to infliction of Poison Drunk from sources below Level 20
Master of Spicy- (Passive Ability, Chef) Food consumables used by possessor that buff STR do so by an additional 50 points per charge as an effect that stacks 20 times per target across all consumable applications on said target, Food consumables used by possessor that buff damage dealt do so by an additional 100 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Mixologist- (Passive Ability, Chef) Drink consumables created by possessor that boost stats do so by an additional 200 points, as an effect that stacks a max of 5 times per stat per individual
Partook of the Greatest Feast Imagined Across the Many Worlds- (Passive Ability, Permanent Item Effect) Possessor gains +1,000,000 HP, Possessor gains Awestruck Immunity (but not Immunity to its sub-status effects) and Charm: Impressed Immunity, Possessor suffers no detrimental effect from Food consumables worth under 2,000,000,000 Gold, This ability may not be used in combos
Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Portion Master- (Passive Ability, Chef) Possessor's 'Apportioner' ability also applies to Use An Item and Metacombine actions
Sauceur- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +100 to all stats when a Food consumable is next used on said target
Snobbish Drinker- (Passive Ability, Chef) Possessor's offensive actions may gain 'Removes all Drink buffs on target that are from sources below Level 60', Possessor may choose to not be afflicted with status effects that come from sources that are Drinks that are worth under 50,000,000 Gold provided said sources are below Level 60 or are willing (with said willingness being chosen by the user of a Drink if said Drink is a Consumable used by an entity)
Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally
Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
Clearance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Requiem Beast- (Passive Ability, Clearance) Possessor may fight the monster Requiem Beast for drops, Possessor may create the item 'Record that Plays at the End of the World' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Combatant-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Improved Reflection- (Passive Ability, Combatant) Damage dealt by attacks and actions Reflected by possessor is increased by 50,000 points as a non-stacking effect.
Ice-Age-Ending Nova-Wave Punch- (Technique Ability, Combatant) Possessor may use 'Ice-Age-Ending Nova-Flash Punch' in conjunction with a 'Melee Overdrive', 'Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +55,000 Melee Attack, removes all Zones of Ice from battle, removes all buffs from Ice element sources or actions below Level 80, and may incorporate the Magical Attack bonus of spells whose name includes 'Nova' as though it were an equal Melee Attack bonus or may incorporate the Melee Attack bonus of Weapon Aspects of the artifact 'The Sunhand' as though it were an equivalent Magical Attack bonus.
Iron-Breaking Sunflare Punch- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +40,000 Melee Attack, pierces 40,000 additional points of Defense of Metal element targets, and ignores the Fire Resistance and Immunity as well as the Light Resistance and Immunity and Physical Resistance and Immunity of Metal-element targets below Level 60.
Iron-Handed Sea-Dividing Suncore Fist- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped. Said action gains +35,000 Melee Attack, may destroy 1 Zone of Water created by a source below Level 60, becomes solely Metal element, and causes any weapon named 'The Sunhand' wielded by possessor to become solely Metal element
Max Fist- (Technique Ability, Combatant) Possessor may use 'Max Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +25,000 Melee Attack and gains an 80% chance of inflicting Fatigued: Stun.
Reheat Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' lose the element Metal and gain the element Fire
Relight Sunhand- (Passive Ability, Combatant) At the beginning of any round, possessor may choose to have an item equipped named 'The Sunhand' gain the element Light
Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.
Supersonic Chop- (Technique Ability, Combatant) Possessor may use 'Supersonic Chop' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +7,000 Melee Attack, gains the element Sonic, may become solely the element Sonic, and may not be countered by individuals below Level 40 or by individuals below Level 60 who possess a lower turn-order-determining stat sum than possessor for turn-order-determining purposes.
Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory
Web-Vaprorizing Nova-Impact- (Technique Ability, Combatant) Possessor may use 'Web-Vaprorizing Nova-Impact' in conjunction with a 'Melee Overdrive', 'Powerful Attack', or 'Ultimate Attack' action so long as no other technique is used and possessor has a weapon aspect of the artifact 'The Sunhand' equipped. Said action gains +36,000 Melee Attack and both ignores and removes all buffs from Insects on its targets that increase Defense or Resistances; said action may also gain '1 hit against 15,000' and deal 1/2 Damage.
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
Annoyance General's Generally Annoying Tactics- (Passive Ability, Commander) At the start of each round, each of possessor's opponents is randomly afflicted with either -100 to a randomly determined stat, -2% to Dodge, To Hit, Resilience, or Critical, or -100 Defense, with said debuffs stacking 10 times across all possible debuffs
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'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
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
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Raging Coaching- (Passive Ability, Commander) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fleet Feet- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Dathless One-
Death-Worm Breath Attack- (Passive Ability, Deathless One) If possessor is an Undead and possesses the ability 'Titanic Corpse-Legion Body', possessor may choose for possessor's 'Ranged Attack' and 'Ranged Overdrive' actions to gain '+15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70', to gain the elements Acid and Darkness, and to count as coming from a source that additionally possesses the subtypes Insect and Cthonian
Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.
Titanic Corpse-Legion Body- (Passive Ability, Deathless One) If possessor is an Undead, whenever possessor takes Damage that is not Light, Fire, or Life element, possessor may summon Undead from the Enemy List that are below Level 60 and that are normally fightable for drops whose total natural HP is no greater than the quantity of HP that possessor lost, Possessor gains +5,000 STR if Undead, Possessor gains +5,000 CON if Undead, Possessor gains +125,000 HP if Undead, Possessor may choose to count as up to 20 individuals in possessor's row for row-order-purposes if possessor is Undead, Max 200 summoned, Constant Effect
Destiny Weaver
The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200 (X is currently 84; started November 2011)
Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
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
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
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's 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
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Dominator
Rapunzel Hair- (Passive / Active Ability, Dominator) Possessor may count as having an additional Whip equipped and may deal full Damage to individuals below Level 20 in the back row, Possessor may spend an action to allow an ally to enter either posssessor's battlespace if in a different battlespace or enter a different battlespace if in possesssor's battlespace so long as no individual of Level 30 or greater in either the battlespace said individual is enter or the battlespace said individual is leaving objects
Dragon Lord-
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor’s Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Magma Breath- (Passive Ability, Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Driver-
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Bail Out!- (Passive Ability, Driver)- If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Bail Out! Bail Out!- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform out of a Vehicle transformation that possessor is in
Bombriding- (Passive Ability, Driver) Possessor may, once per thread, as part of one of possessor's offensive actions while in a Vessel trasformation that involves an ability whose name includes 'Bomb', causing said action to gain possessor's untrasformed self as an additional target if it targets more than one individual already, but also causing said action to deal 50,000 additional Damage
Can Spontaneously Grow a Mohawk that Can Be Surfed On- (Passive Ability, Driver) Possessor may, at the start of any round that possessor is in a Zone of Water, choose to gain a non-stacking buff that provides +200 AGI and gives possessor's offensive 'Melee Attack' actions '5% may inflict Confusion if possessor is in a Zone of Water'
Motorcycle Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have Motorcycle in the name
Carriage/Buggy/Coach Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Chariot Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Getaway Driver- (Passive Ability, Driver)- Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Love of Bombs- (Passive Ability, Driver) Possessor's Vessels' offensive actions that involve the use of abilities whose name includes 'Bomb' may gain '30% inflicts Lovestruck' and may deal 30,000 additional Damage
Missile Riding- (Passive Ability, Driver) Whenever one of possessor's transformations uses an ability that includes the word 'Missile', possessor may de-transform at the end of said ability
Murder Passenger- (Active Ability, Driver) Possessor may, while in a Vehicle Transformation, spend an action to inflict Instant Death on a passenger that is below Level 10 and below possessor's Level
Possesses a Mini-Fridge Full of Refreshments- (Vehicle Trait, Driver) Possessor's passengers may Regenerate 200 HP per round
Possesses a Passenger Capacity- (Vehicle Trait, Driver) Possessor may spend an action to pick up or deploy 1 passenger, All of possessor's passengers are automatically deployed if possessor dies, Possessor may carry a number of passengers up to possessor's Passenger Capacity, Possessor has a Passenger Capacity of 1
Possesses a Sun Roof- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light if possessor is in a Zone of Light
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Surfer- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
This Hoss Is My Steed!- (Passive Ability, Rider) Possessor may count Vehicles that possessor has equipped whose name includes 'Motorcycle' or who possess any constant effects whose name includes 'Motorcycle' as Steeds
Vehicle-Based Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
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
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Elementalist-
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Blinding Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Impaired: Blind'
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Possessor's Metal element spells cost 500 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
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
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 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 Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Hand of Shining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-additive Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal 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 Wounded: Sawn Apart
Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Improved Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/2 Damage
Powerful Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability deal an additional 10,000 points of Flat Fire element Damage with the same conditions on missing as the Flat Fire element Damage that said actions would otherwise possess
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
Searing Flame Globes- (Passive Ability, Elementalist) Attacks generated by possessor's 'Toss Flame Globes' ability may gain '30% inflicts Pain'
Superheated Fire- (Passive Ability, Elementalist) If possessor is Level 20 or greater, Fire Damage dealt by possessor pierces all of the Defense, excluding Defense that is specifically Defense against Fire, of individuals below Level 40 who are below possessor's Level
Pyromancer's Pyromania- (Passive Ability, Elementalist) Possessor's chances of inflicting Burning that come from Fire element Elemental Magic spells or Elementalist abilities, not including Burning's sub-status effects, are increased by 10%
Throw Inferno Globes- (Passive Ability, Elementalist) Possessor's attacks generated by the ability 'Toss Flame Globes' inflict Burning on targets below Level 40
Throw Explosive Flame Globes- (Passive Ability, Elementalist) Possessor's attacks obtained from the 'Toss Flame Globes' ability may gain 1 hit against 15 and deal 1/3 Damage
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
Engineer-
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Eternal Champion-
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Sunlike, Splendidly-Shining Hope-Body- (Passive Ability, Eternal Champion) If possessor is Hope element, is a devout worshipper of Selereth Helios, and is a Solar Being, possessor's allies obtain +5,000 to all stats as a non-stacking effect
Friendship-
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
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 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
Bob the Manly Lion II's Compadre- (Passive Ability, Frienship) Possessor gains +5,000 STR and +200 unmodified STR if possessor possesses an ally named 'Bob the Manly Lion II'
Connection to the Essence of the Sun Queen Selereth Helios- (Passive Ability, Friendship) Possessor gains +50,000 MP, Possessor gains +300 to all unmodified stats if Light element or a Solar Being, Possessor's Solar Being summons that are below Level 100 are never uncontrolled, Possessor counts as 1 Level higher for the purpose of equipping Solar Being pets and summons, as well as for the purpose of determining what Solar Being summons possessor can summon, to a max of Level 79, Has RP effects
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili's Shielding Golem', Whenever possessor heals an individual named 'Lili's Shielding Golem' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili's Shielding Golem'
Good Friend of Lili von Mion- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili von Mion', Whenever possessor heals an individual named 'Lili von Mion' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili von Mion'
Good Friend of Patchy Wisdom- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Patchy Wisdom', Whenever possessor heals an individual named 'Patchy Wisdom' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Patchy Wisdom'
Good Friend of Salkat- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Salkat', Whenever possessor heals an individual named 'Salkat' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Salkat'
Heated Rival of Lili's Shielding Golem- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Lili's Shielding Golem', If an individual in the same battle as possessor named 'Lili's Shielding Golem' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Rapunzel's Hero- (Passive Ability, Friendship) Possessor gains +200 to all stats if on the same side as an individual named 'Rapunzel'
Flux Baron-
♢Allbeast Body- (Passive Ability, Flux Baron) Possessor may, up to one times at the start of each round, replicate the effect of any ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Possessor may summon up to 2 Animals, Umbrals, Shapeshifters, or Monsters from the enemy list that are below Level 200 and are normally fightable for drops at the start of each round, Max 200 summoned, 25% Possessor gains 1 additional actions per round, This effect has no effect if any of possessor's living opponents possess the ability 'Necromancer' (or a higher tier-level ability from the same tree) or have the item *Crown of Anadar equipped
♢Allbeast's Shadow- (Passive Ability, Flux Baron) Up to one time at the start of each round if possessor is a Monster, Shapeshifter, Umbral, or Animal, if possessor acted during the previous round, and if at least one Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops performed an action on a prior round of combat, possessor may choose to replicate the effect of any previously-performed-withing-the-same-battle ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
♢Allbeast's Thousand Ruinous Poisons- (Passive Ability, Flux Baron) Possessor gains '(Possessor Level)% inflicts Poison', Possessor's Stat Damage cap may be based on Constitution instead of Mind
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor’s Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beast Within the Heart- (Active Ability, Flux Baron) Possessor may skip a turn to gain + (5 x Level) STR, + (3 x Level) CON, and + (40 x Level) Melee Attack for each empty Weapon Slot. Possessor may choose to also become enraged. Possessor may spend a turn to revert back to normal, and may not use transformations while using this ability. This ability may only be used once per battle unless its effect is somehow dispelled or possessor chooses to revert back to normal.
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
♢Devouring Hundredfold Maws- (Passive Ability, Flux Baron) Possessor's 'Melee Attack' actions may gain 'Deals HP Drain' if possessor is a Shapeshifter, Monster, Animal, or Ooze
♢Distortion Howling- (Passive Ability, Flux Baron) Possessor's 'Ranged Attack' actions may deal (Possessor Level * 100) Stat Damage to all stats
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
♢Leap from the Shadows of Beasts- (Passive Ability, Beastmaster) Whenever possessor performs a 'Shift Rows' actions, possessor may enter any battlespace that possessor possesses at least one Monster or Animal ally in so long as no individual that is 5 or more Levels greater than possessor or that is Level 200 or greater that is in the battlespace that possessor is entering or the battlespace that possessor is leaving objects
Self-Regenerative Metamorphosis- (Passive Ability, Flux Baron) Giver of Regenerative Metamorphosis, Giver of Flux Regeneration, Giver of Restorative Metamorphosis, and Giver of Flux Restoration also apply to possessor
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Gatekeeper-
100,000 Ambulatory Devourer-Mouths- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may deal HP Drain, gains +100,000 Ranged Attack, gains +100,000 Melee Attack, and may have its 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', and 'Ranged Overdrive' actions gain '1 hit against 100,000'
Adept Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Assumption of the Essence of the Outsider- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to become the subtype Outsider
Aurora-Crowned Domain-Ruler- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains 40% Ice Resistance, gains 40% Nobility Resistance, and terrains and phantom terrains with possessor as a source cannot be destroyed or altered without possessor's permission by sources below Level 80
Base Outsider Synchronicity- (Passive Ability, Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Bilocational Combat-Blur- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor gains +50% uncapped Dodge against attacks; entities may negate this bonus for the duration of an attack if they are performing said attack by reducing the 'X' component of that attack's '1 hit against X' by 1
Clocklike Apocalypse-Eyes- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may, once per round, before one of its actions, deal 2,000,000 Flat Destruction & Fire & Glory & Time & Fate element Damage to up to 100,000,000 entities
Cross-Dimensional Keening Call- (Passive Ability, Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Dodge Between Dimensions- (Passive Ability, Gatekeeper) Possessor gains +5% Dodge if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Dodge through Space- (Passive Ability, Gatekeeper) Possessor gains +5% Dodge if possessor is Spatial element
Emerald-Soul Kaiju- (Passive Ability, Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Eyes of the Multispace-Predator- (Passive Ability, Gatekeeper) Possessor gains 150% To Hit and may target individuals in other battles in the same thread that do not contain opponents of Level 60 or greater; possessor may be targeted until the end of the round after the round possessor targets an individual in another battle through this ability by said targeted individual
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects
Halo of Etched Diagram-Eyes- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor gains +50,000 MIN, gains +500,000 MP, gains +5,000 Defense against MIN Damage, and may scan the stats of up to 20 entities at the start of each round
Inferno Gate Body- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial element or is Fire element, and is Level 40 or greater, possessor may deal 600,000 Flat Fire element Damage to any individual who conducts an offensive action against possessor at the end of said action
Luminous, Ooze-Spawning Footprints- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, whenever possessor switches rows, possessor may create a Zone of Energy and attach an effect to it that stacks 200 times per zone and across zones, that summons an Ooze below Level 80 at the start of each round, with a max of 200 summoned across all such effects per summoner
Mind-Breaking Kaleidoscope Body- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may gain or lose any combination of base elements at the start of each round, may deal 10,000 Flat MIN Damage of any combination of base elements to any number of opponents, and may have a 200% chance of inflicting Confusion and a 10% chance of inflicting Insanity on all such opponents
Opener of Doorways- (Passive Ability, Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). 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.
Outsider Traits- If possessor is an Outsider, 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 10 as an effect that does not stack with other Defense 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 other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outwardly-Unfolding Flame-Wing Soul- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, at the start of each round, possessor may choose to gain a buff that stacks 200 times that provides +2,000 SPI and +20,000 MP that gives its possessor the element Fire
Pernicious Mirror-Existance- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial, Mystic, or Light element, and is Level 40 or greater, possessor has a 50% chance of being able to Reflect any action of an individual below Level 60
Portal Body- (Passive Ability, Gatekeeper) If possessor is Spatial element, is an Outsider, and is Level 40 or greater, Possessor allies (not including possessor) may leave random quests they are in at the start of any round, Has RP effects
Reality-Dredging Hands Which Grasp the Lost- (Active Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may spend an action to replicate a buff or debuff that was previously on an entity in the same battlespace at an earlier point in the same battle that came from a source that is Level 80 or lower and equal Level to or lower Level than possessor, placing said replicated copy onto the entity that formerly possessed
Reflexive Mirror-Dodge- (Passive Ability, Gatekeeper) If possessor possesses the capability to Reflect any element or subtype, possessor may, as a pre-emptive counter to an individual below Level 40 or any willing individual have a (100 - said individual's Level)% chance of being able to leave the current battle to enter a new battle, with any individual of Level 40 or greater being able to cancel said counter and/or leaving of the battle
Scholar of Doorways- (Passive Ability, Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Space-Bending Beast- (Passive Ability, Gatekeeper) If possessor is an Outsider, is Spatial element, and is Level 40 or greater, possessor gains 120% Dodge and has a 50% chance of being able to change the target of any action of an indivdual below Level 60 from possessor to any other valid target or to no target
Strike Between Dimensions- (Passive Ability, Gatekeeper) Possessor gains +5% To Hit if another battle other than the one possessor is in currently exists within the same thread and if possessor is an Outsider
Sun Doorway Body- (Passive Ability, Gatekeeper) If possessor is an Outsider or a Solar Being, is Spatial element or is Light element, and is Level 40 or greater, possessor may deal 2,000,000 Flat Light element Damage to any individual who conducts an offensive action against possessor at the end of said action
Tester of Realities- (Passive Ability, Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
Unsealable- (Passive Ability, Gatekeeper) If possessor is an Outsider or an Angel, possessor gains Awestruck: Sealed Immunity; If possessor is an Outsider or an Angel, possessor may not unwillingly (have its abilities text altered or removed or have its abilities removed) by sources of lower Level that are below Level 60
Watcher of Doorways- (Passive Ability, Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Wings of Light and Thought- (Passive Ability, Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
World-Swimming Dimensional-Parasite Locus-Self- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and is an Outsider, possessor may gain or solely become the Tier 1 and 2 elements corresponding to any Zone in the same battlespace or to the square mile of any terrain or phantom terrain that is in the same battlespace that exists in the shop, If possessor possesses all elements possessed by Zones, square-mile-correspondants of Terrains, and square-mile-correspondants of Phantom Terrains in the same battlespace, possessor obtains +10,000 to all stats as an uncapped bonus, +1,000,000 HP, 80% Dodge, and 80% Resilience
Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
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
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Phantom Terrain Link Established: Battlefield- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Mountains- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Space- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Guardian
Invulnerability- (Passive Ability, Guardian) +100,000 CON, +100,000 Defense, Possessor is Immune to individuals below Level 60 if possessor is Level 60 or greater
Gunner-
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Heir to the Future
Apprentice Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 5% Technology Resistance
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +500 to all stats while in a Zone of Technology
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hunter
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
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
Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Hunter of All- (Passive Ability, Hunter) Possessor gains +5% To Hit and +5% Critical if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Manhunter- (Passive Ability, Hunter) Possessor may follow Humans and Humanoids out of battlespaces into other battlespaces provided that no entity of Level 40 or greater in either battlespace objects, Possessor gains +5% To Hit against Humans and Humanoids
Hunter's Eyes- (Passive Ability, Hunter) 120% To Hit, +100 AGI, +100 CON, +100 SPI
Trophy Collector- (Passive Ability, Hunter) Possessor gains +100 to all stats for each different type of individual defeated by possessor in a thread, to a max of 50 such individuals
Illusionist
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects
Infinity Designer
- Absorb Progress- (Passive Ability, Other: Infinity Designer) Possessor Absorbs Progress against sources below Level 20 if Level 20 or greater
- Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress 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 Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
- Apprentice Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 1,000 points
- Apprentice Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense against Progress
- Apprentice Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 5% Progress Resistance
- Apprentice Progress Synchronization- (Passive Ability, Infinity Designer) Possessor gains +50 to all stats for each Progress element item equipped, Possessor's Progress element pets and summons gain +250 to all stats
- Apprentice Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +100 to all stats
- Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
- Apprentice Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress
- Basic Acceleration Within Progress's Dominion- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Progress
- Basic Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 500 points
- Basic Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +50 to all stats
- Basic Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 Defense against Progress
- Basic Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 1% Progress Resistance
- Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
- Basic Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +10 to all stats
- Basic Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 50 points
- Basic Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 to all stats while in a Zone of Progress
- Call Forth the Living Progress- (Active Ability, Other: Infinity Designer) Possessor may spend an action to summon 5 Elementals that are Progress element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
- Control of Progress- (Passive Ability, Other: Infinity Designer) Possessor has a 20% chance of being able to cancel the actions of Progress element individuals below Level 20, with things that would occur before and after said actions still occurring
- Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
- Detect Progress- (Passive Ability, Infinity Designer) Possessor gains +1% To Hit against Progress element targets
- Elemental Attack-Conversion: Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Progress element and no other technique is used. Said action becomes solely the element Progress.
- Elemental Invocation of Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Invocation of Progress' in conjunction with an 'Elemental Attack' action so long as possessor is Progress element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
- Emanate Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element Damage to up to 10 targets
- Empowered By Progress- (Passive Ability, Infinity Designer) If possessor is Progress 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 Progress
- Greater Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 25,000 points
- Improved Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 5,000 points
- Improved Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5,000 Defense against Progress
- Improved Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +2,000 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
- Improved Progress Elemental Emanation- (Passive Ability, Other: Infinity Designer) Possessor's 'Call Forth the Living Progress' ability may summon entities up to Level 20
- Improved Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 10% Progress Resistance
- Improved Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +250 to all stats
- Improved Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Improved Zonal Progress Empowerment- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Progress
- Infinite Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains the element Progress while in Infinity Designer stances
Damage dealt by possessor are increased by 5,000 points - Improved Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +1,000 to all stats while in a Zone of Progress
- Infinity Designer- (Passive Ability, Other: Infinity Designer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Progress Resistance, Possessor ignores Progress Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
- Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
- Nourished By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Progress
- Nonsynchronous Elemental Attack-Conversion: Progress- (Passive Ability, Other: Infinity Designer) Possessor may use the Technique 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Progress element.
- Nourish Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor deals HP or MP healing to an Progress element individual, possessor deals 300 additional points
- Nullify Progress- (Passive Ability, Other: Infinity Designer) Possessor may remove the element Progress from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Progress-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Progress-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Progress from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
- Predict the Flow of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5% Dodge against Progress element individuals
- Project Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Progress
- Prosperous Venting of Excess Progress- (Passive Ability, Other: Infinity Designer) If possessor is Progress element and performs an 'Elemental Attack' action that is solely Progress element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
- Reconsume Progress Elemental Spawn- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of any round, unsummon one of possessor's Progress element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
- Progress Immunity- (Passive Ability, Other: Infinity Designer) Possessor gains Progress Immunity against sources below Level 20 if Level 20 or greater
- Progress Manipulation- (Passive Ability, Other: Infinity Designer) Possessor may choose one of the following at the beginning of each round if Progress element: Create a Zone of Progress, Remove a Zone of Progress created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Progress by either possessor or a source below Level 20, Add Progress 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 Progress element on a Progress element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Progress, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Progress, 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 Progress element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Progress to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Progress, 5% Progress Resistance, or +50 Defense against Progress and 1% Progress Resistance until the end of the round as a non-stacking buff
- Reflect Progress- (Passive Ability, Other: Infinity Designer) Possessor Reflects Progress against sources below Level 20 if Level 20 or greater
- Relentless Tempest of Progress- (Passive Ability, Other: Infinity Designer) If possessor's last action was solely Progress element either due to this ability or the technique 'Elemental Attack-Conversion: Progress', possessor may make any of possessor's offensive actions solely Progress element.
- Soothing Progress Emanation- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element HP Healing to up to 10 targets that are Progress element
- Stability Within Progress- (Passive Ability, Other: Infinity Designer) Possessor gains 25% minor negative status effect resistance while in a Zone of Progress
- Understanding of the Bonds of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +200 to all
- Uplifted By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Progress
- Zonal Progress Control- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of each round, choose one Zone of Progress 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
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Lord of War-
Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Basic War Machine User- (Passive Ability, Lord of War)- All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Can Modify War Machines to Better Utilize Power- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +500 MP
Focused Targetting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targetted by offensive actions by another War Machine
Improved Passenger Shielding- (Vehicle Trait, Lord of War) Possessor's passengers gain +1,000 Defense
Lawnmower Mania- (Passive Ability, Lord of War) Possessor's War Machine and Vehicle transformations that have a chance of inflicting Wounded have said chance raised by 10%
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
Mounted Gun Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 30,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Mounted Missile Platform- (Vehicle Trait, Lord of War) If possessor has passengers, once per round, one of said passengers may, at the start of possessor’s first action of said round, gain an action and spend said action to deal 60,000 Flat Physical & Technology element Damage to any one target; said action may be countered with actions targeting possessor’s passengers
Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Monster- (Passive Ability, Master of Monsters) Possessor may, at the beginning of a thread, choose to become the subtype Monster
Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), Prime Attribute(s), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread, When possessor uses an ability with a listed Prime Attribute for an attack that would normally incorporate the Prime Attribute of the enemy using it were the enemy from the Enemy List that it is from to use it, possessor uses the Prime Attribute recorded with said ability
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Broadened Assumption of Powers- (Passive Ability, Master of Monsters) Possessor may choose to gain up to 2 abilities from possessor's Morphically Replicated Essence Pattern Reservoir for possessor's 'Basic Assumption of Powers' ability instead of one
Colossal Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Eyes of the Mirror-Beast- (Passive Ability, Master of Monsters) Twice per thread, when an entity from the Enemy List that is below Level 60 and is normally fightable for drops uses an ability, possessor may opt to select that ability. Possessor may spend an action to replicate any such selected ability as though doing so as though an instance of said entity is performing said ability
Formshift: Monster- (Stance Ability, Master of Monsters) Possessor's subtype becomes Monster
Gargantuan Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Improved Assumption of Powers (Level 5 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 5 and lower, Possessor must be Level 6 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 2-5; should possessor cease to be Level 6 or greater, possessor's abilities from sources of Levels 2-5 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 6 or greater again
Improved Assumption of Powers (Level 19 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 19 and lower, Possessor must be Level 20 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 6-19; should possessor cease to be Level 20 or greater, possessor's abilities from sources of Levels 6-19 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 20 or greater again
Improved Assumption of Powers (Level 39 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 39 and lower, Possessor must be Level 40 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 20-39; should possessor cease to be Level 40 or greater, possessor's abilities from sources of Levels 20-39 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 40 or greater again
Large Monster- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Little Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Many Tendrils- (Passive Ability, Master of Monsters) Possessor gains +1,000 Melee Attack and 20% may inflict Paralyzed, Possessor may exchange 2 Accessory Slots for 2 Weapon Slots for the duration of any thread, to a max of 12 Weapon Slots
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Small Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Monster- (Passive Ability, Master of Monsters) Possessor's 'Small Monster', 'Little Monster' and 'Tiny Monster' abilites do not give possessor an Strength or Constitution penalty
Tiny Monster- (Passive Ability, Master of Monsters) If possessor is an Monster, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Monster to being Monster to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Mechanist-
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Machine- (Passive Ability, Mechanist) Possessor may, at the beginning of a thread, choose to become the subtype Machine
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Machine- (Stance Ability, Mechanist) Possessor's subtype becomes Machine
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Machine Traits- (Passive Ability, Mechanist) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Machine
Monk-
*Master of The Lonely Pillar Style- (Passive Ability, Monk) Possessor gains +100,000 Melee Attack if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor gains +100,000 Defense if possessor possesses no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'The Lonely Pillar Style', Possessor's first attack of each round deals 1,000,000 additional Damage if possessor has no allies and is in a Monk stance whose name does not contain 'Style' or is in a Monk stance whose name is 'Lonely Pillar Style', Possessor gains 2 additional Monk-only bonus weeks each month if possessor did not learn abilities from any Other Ability Shop, Possessor counts as having mastered a 3rd-tier Martial Art Style for prerequisite purposes
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Auto-Rearranging Organs- (Passive Ability, Monk) Possessor gains 50% Resilience
Barrage of Pain- (Passive Ability, Monk) Possessor's attacks that deal more than one hit to a target have each hit after the first deal 100,000 additional Damage to said target.
Basic Gravato-Geoseismic Throw- (Technique Ability, Monk) Possessor may use 'Basic Gravato-Geoseismic Throw' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least two of possessor's weapon slots are open. Said attack gains +240 Melee Attack, may be made from the back row, and has a 15% chance of inflicting Stun. If this technique's user decides to pay 1,000 MP when using it and has at least 800 CON, said action may be made solely Earth element.
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Chop Which Cracks Boulders Like Walnuts- (Technique Ability, Monk) Possessor may use 'Chop Which Cracks Boulders Like Walnuts' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack gainst +25 Melee Attack, and it gains an additional +150 Melee Attack and a 15% chance of inflicting Wounded against Earth element Elementals.
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Fighting- (Passive Ability, Monk) Possessor gains +500 Defense if possessor has been attacked during this thread
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Focused Hand- (Technique Ability, Monk) Possessor may use 'Focused Hand' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack becomes solely Physical element.
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Mirror-Palm- (Technique Ability, Monk) Possessor may use this technique in conjunction with a 'Defend', 'Guard Other', or 'Guard Back Rank' action, so long as possessor possesses at least one open Weapon slot and no other technique is used. Possessor, as part of said action, gains a 20% chance of Reflecting actions from sources below Level 20 until the end of the round as a non-stacking buff.
Mr. Gray- (Passive Ability, Monk) Possessor gains +500 unmodified STR and +500 unmodified CON, Possessor gains +50,000 HP, Possessor is immune to STR Damage and CON Damage from lower Level sources that are below Level 100, Possessor may choose, at the beginning of any thread, to gain up to 5 entity subtypes that possessor possesses abilities named 'Assumption of the Essence of the <Subtype Name Here>' for
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Permanently Mr. Gray- (Passive Ability, Monk) Possessor's buff from the ability 'Mr. Gray' cannot be removed by sources below Level 99 and does not occupy a buff slot
Post-Strike FLEX- (Passive Ability, Monk) Possessor may choose to have a 60% chance of inflicting Charm: Impressed on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Supersonic Phylactery-Destroying Chop- (Passive Ability, Monk) Once per round, when possessor kills an Undead below Level 80 that is not 20 or more Levels greater than possessor that would resurrect itself in response to dying due to an ability whose name includes 'Phylactery', possessor may choose to prevent said resurrection
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
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 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 Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the 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
Paragon of Resolve-
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 5% Will Resistance
Apprentice Will Synchronization- (Passive Ability, Paragon of Resolve) Possessor gains +50 to all stats for each Will element item equipped, Possessor's Will element pets and summons gain +250 to all stats
Apprentice Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 to all stats while in a Zone of Will
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Improved Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 10% Will Resistance
Improved Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +1,000 to all stats while in a Zone of Will
Mind Fortified by Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50,000 MP and +500 Defense against Stat Damage if possessor is Will element
Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
Nullify Will- (Passive Ability, Other: Paragon of Resolve) Possessor may remove the element Will from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Will-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Will-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Will from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Paragon of Resolve- (Passive Ability, Other: Paragon of Resolve) Possessor ignores (1 * (Possessor Level/5), rounded down)% Will Resistance, Possessor ignores Will Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Unified Knowledge of Will and Fire- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Unified Knowledge of Will and Suns- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Unified Knowledge of Light and Will- (Passive Ability, Other: Paragon of Resolve) Possessor may count Paragon of Resolve abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Paragon of Resolve abilities (including for prerequisite purposes)
Uplifted By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Will
Will Immunity- (Passive Ability, Other: Paragon of Resolve) Possessor gains Will Immunity against sources below Level 20 if Level 20 or greater
Will Manipulation- (Passive Ability, Other: Paragon of Resolve) Possessor may choose one of the following at the beginning of each round if Will element: Create a Zone of Will, Remove a Zone of Will created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Will by either possessor or a source below Level 20, Add Will to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Will element on a Will element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Will, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Will, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Will element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Will to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Will, 5% Will Resistance, or +50 Defense against Will and 1% Will Resistance until the end of the round as a non-stacking buff
Will-Powered Infliction-Block- (Passive Ability, Other: Paragon of Resolve) If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction
Zonal Will Control- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of each round, choose one Zone of Will that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Animals- (Passive Ability, Priest) Possessor's Animal summons and possessor's allies' Animal summons have a 30% chance of being afflicted with Elevated when summoned
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Archpredator's Ceaseless Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +(100 * X) to all unmodified stats, gains +(100 * X) Melee Attack, and gains +(1,000 * X) HP, X is equal to the number of months possessor has possessed this ability, to a max of 200 (started October 2013)
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Empowered By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution 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 Evolution
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Highly Evolved- (Passive Ability, Other: Progenitor of Species) Possessor obtains +1,000 to all stats if possessor is Evolution element
Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural stats are 10 points higher for each 100 points worth of bonuses to stats its summoner possessed due to buffs at the time of summoning, to being a max of 2,000 points higher
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nourished By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Evolution
Nullify Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may remove the element Evolution from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Evolution-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Evolution-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Evolution from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Unified Knowledge of Evolution and Fire- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes), Possessor may count Blazing Sultan abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Unified Knowledge of Evolution and Suns- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Unified Knowledge of Light and Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may count Progenitor of Species abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Progenitor of Species abilities (including for prerequisite purposes)
Uplifted By Evolution- (Passive Ability, Progenitor of Species) If possessor is Evolution element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Evolution
Zonal Evolution Control- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of each round, choose one Zone of Evolution 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
Prophet of the Highest Heavens
Base Holy One Synchronicity- (Passive Ability, Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Radiant Hierophant-
Absorb Light- (Passive Ability, Other: Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Other: Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Other: Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light 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 Light
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Other: Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Other: Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Other: Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Other: Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Radiant Hierophant- (Passive Ability, Other: Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Light- (Passive Ability, Other: Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
Zonal Light Control- (Passive Ability, Other: Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light 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
Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack and +50 STR if possessor has an Axe equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, +3 Base AGI while Berserk, possessor may inflict Berserk on self once per thread as an action
Blood-Soaked Glory- (Passive Ability, Ravager) Possessor gains +200 to all stats if at least 100 individuals have died in this thread
Cleaver-Handed Stance- (Stance Ability, Ravager) Wielder may count open weapon slots as Axes for purposes of Ravager abilities
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Hockey Maniac- (Passive Ability, Ravager) Possessor gains +2,000 Melee Attack if an Axe is equipped, Possessor may choose to count Polearms as Axes for purposes of Ravager abilities
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target
Reality Arranger-
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Magic Attunement- (Passive Ability, Other: Reality Arranger) All Spatial Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial 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
Ritualist-
Adept Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 10,000 less MP to cast, Ritual 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 Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Expert Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Mobile Ritual Circles Made Out of Blood Lions!- (Passive Ability, Ritualist) If possessor has at least 15 allies who are Lions summoned by possessor's 'I Have Lions for Blood!' ability, possessor may choose to count as possessing a Ritual Magic Circle effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefited from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Robot- (Passive Ability, Roboticist) Possessor may, at the beginning of a thread, choose to become the subtype Robot
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Can Call On Dorbel Heyr For Assistance- (Passive Ability, Roboticist) Possessor may, once per round, at an turn-order-determining count of 102,000, spend 3,210,000 MP to replicate an action of a Level 45 Aerial & Robot named 'Dorbel Heyr' with 102,000 AGI that performs an attack named 'Missile Rain' with Agility as its Prime Attribute that possesses '1 hit against 50,000'
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Formshift: Robot- (Stance Ability, Roboticist) Possessor's subtype becomes Robot
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Robot Calling I- (Passive Ability, Roboticist) Possessor's Robot summons gain +20 to all stats
Robot Calling II- (Passive Ability, Roboticist) Possessor's Robot summons gain +200 HP
Robot Calling III- (Passive Ability, Roboticist) Possessor's Robot summons gain +500 MP
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Ruin Bringer-
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of 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 Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Forcibly Ship Crack Pairing- (Active Ability, Scholar) Possessor may spend an action to have any one individual in battle that is either willing or below Level 60 inflict Charm, Charm: Lust, or Charm: Lovestruck on any one target that is a different subtype that is also either willing or below Level 60
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Lecturer's Stance- (Stance Ability, Scholar) Allies gain +20 to any one stat whenever possessor casts a spell so long as a Book is equipped. This effect counts as a buff that lasts 5 rounds and stacks 5 times (with different stat choices not counting as different buffs for stacking purposes). Leadership spells cost 50 less MP to cast and affect 3 more targets if they already affect multiple targets.
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Open-Book Stance- (Stance Ability, Scholar) +30 Magical Atttack so long as a Book is equipped
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Reader of Glyphs- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Glyph Magic is equipped. Glyph Magic spells cost 150 less MP and take 1 less turn to cast if they are ally-buffing spells that take multiple turns.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Reader of Sigils- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Sigil Magic is equipped. Sigil Magic spells cost 150 less MP and take 1 less turn to cast if they are self-buffing spells that take multiple turns.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times
Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Seakeeper-
Acid Sea Leviathan- (Passive Ability, Seakeeper) If possessor is an Aquatic, is Level 40 or greater, and is in a Zone of Acid, possessor gains +1,000,000 HP and possessor's 'Powerful Attack' may deal Drain
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Assumption of the Essence of the Aquatic- (Passive Ability, Seakeeper) Possessor may, at the beginning of a thread, choose to become the subtype Aquatic
Blue-Ring Octopus Poison- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 30% inflicts Posion and 30% inflicts Paralyzed
Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Form of Submarine- (Stance Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor gains +200 AGI, +200 CON, +1% To Hit, counts as a Vessel, becomes an Aquatic, becomes a Machine, and counts as a Vehicle
Formshift: Aquatic- (Stance Ability, Seakeeper) Possessor's subtype becomes Aquatic
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Improved Sonar- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine and is in the 'Form of Submarine' stance, possessor gains 135% To Hit and Impaired: Blind Immunity
Octopus Battle-Dance- (Passive Ability, Seakeeper) If possessor either is an Aquatic and starts a round in 'Form of Octopus' stance, or possessor is an Aquatic and enters 'Form of Octopus' stance, possessor may choose, in a non-stacking manner, to obtain the buff provided by possessor's 'Octopod Multiwielding' ability, performing the associated slot-conversion while doing so and then, upon doing so, may equip carried items into those slots that would normally be equippable in those slots. Possessor, if an Aquatic and in 'Form of Octopus' stance, may not have possessor's 'Octopod Multiwielding' buff removed by equal or lower-Level sources below Level 99 unless wielder is afflicted with Wounded: Maimed.
Octopus's Arms- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor's 'Melee Attack' actions have an 8% chance of inflicting 8 hits against 1 against targets below Level 10
Octopus Cameoflage- (Passive Ability, Seakeeper) If possessor is an Aquatic, is in the 'Form of Octopus' stance, is in a Zone of Water, and there is a Terrain or Phantom Terrain present, possessor gains 35% Dodge
Octopus's Dexterity- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 AGI and 110% To Hit
Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Octopod Jar-Fitting Technique- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 20% Dodge
Octopod Multiwielding- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor may, at the start of a thread, exchange up to 8 Accessory slots for Weapon slots, to a max of 8 total weapon slots
Octopus's Pliable Body- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +30 Defense and 5% Dodge
Submarine Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic or a Machine, possessor may choose to count as being in the 'Form of Submarine' stance when not in said stance
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Shadow Blade-
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Frontstab- (Technique Ability, Shadow Blade) Possessor may use Frontstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. +45 Melee Attack, may not be used on targets who are in possessor's row formation.
Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Pelican Ripper- (Active Ability, Shadow Blade) This character may use Pelican Ripper in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. This attack gains +400 Melee Attack against Aerials and has a 5% chance of inflicting AGI Drain on Aerials.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Throat-Slitter- (Active Ability, Shadow Blade) +55 Melee Attack, 5% inflicts Silence, 5% inflicts Wounded, this attack has no effect if used after target has taken an action, this ability may be used in conjunction with a Melee Attack so long as a Dagger is equipped so long as no other technique is used
Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move
Slayer
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
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
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
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 Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Spatial Mage
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial 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 Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
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-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
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 Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
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
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Contains a Spatially-Linked Sub-Dimension Consisting of a Moon-Sized Star Blessed By Selereth Helios- (Passive Ability, Subspace Architect) Possessor's abilities named 'Sun Doorway Body' and this ability may not be removed disabled by sources below Level 80, Possessor gains 20% Light Resistance and 20% Fire Resistance if possessor is Spatial element
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandeliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Legacy Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Resilience is multiplied by 4, possessor's Defense is multiplied by 1.5, possessor's Defense Against Stat Damage is multiplied by 1.5, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). 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.
Large Structure Traits- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. 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.
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped separately at their normal caps) and that uses Mind as its Prime Attribute
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
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 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
Bleeds Shining Lions- (Passive Ability, Summoner) The offensive actions of Lions summoned by possessor's 'I Have Lions for Blood!' ability may gain '30% inflicts Impaired: Blind: Constant Glare
Can Stop Self From Bleeding Lions- (Passive Ability, Summoner) If possessor possesses the ability 'I Have Lions for Blood!', possessor may choose to have it not summon any summons that it would summon, If possessor has the ability 'Has Obtained the Animal-Master Doctor's Self-Suturing Injection', possessor gains +100 to all stats
Improved Blood Lion Damage- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability have the Damage values of their abilites increased by 2,000 points
Improved Blood Lion Durability- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability gain +5,000 HP
Improved Blood Lions I- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +200 to all stats
Improved Blood Lions II- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +500 to all stats
Improved Blood Lions III- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability are 2 Levels higher, to a max of Possessor's Level and gain +1,000 to all stats
Lions Burst From My Bloodstream With EXTRA FEROCITY!- (Passive Ability, Summoner) Whenever possessor summons a Lion through possessor's ability named 'I Have Lions For Blood!', said Lion has a 30% chance of inflicting Confusion: Fear on every opponent
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
The Lions I Bleed Can Adapt to the Sun- (Passive Ability, Summoner) Lions summoned by possessor's 'I Have Lions for Blood!' ability may possess the subtype Solar Being instead of their normal subtype, and, if they do so gain Hexed Immunity, Diseased Immunity, 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor, and 300% Darkness Weakness
Sun Duke-
Acclimation to Suns- (Passive Ability, Other: Sun Duke) Possessor gains 10% Light Resistance, 10% Fire Resistance, 40% Burning Resistance, 40% Awestruck Resistance, and 40% Impaired: Blind Resistance, Has RP Effects
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Solar Being- (Passive Ability, Other: Sun Duke) Possessor may, at the beginning of a thread, choose to become the subtype Solar Being
Aura of the Soothing Sun- (Passive Ability, Sun Duke) Possessor's Solar Being allies Regenerate 50,000 HP per round
Aura of the Wrathful Sun- (Passive Ability, Sun Duke) Possessor' may deal 50,000 Flat Fire & Light element damage to each opponent who is not a Solar Being at the start of each round
Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Blinding Blood- (Passive Ability, Other: Sun Duke) Possessor has a 30% chance of inflicting Impaired: Blind on any individual who inflicts damage on possessor
Blood of Controlled Sunfire- (Passive Ability, Sun Duke) Possessor may have a 50% chance of inflicting Impaired: Blind on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Burning on any individual who Damages possessor, Possessor may have a 40% chance of inflicting Awestruck on any individual who Damages possessor, Possessor may have a 50% chance of being able to deal 1,000,000 Flat Fire & Light element Damage to any individual who Damages possessor
Empowered by Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun
Formshift: Solar Being- (Stance Ability, Other: Sun Duke) Possessor's subtype becomes Solar Being
Improved Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) If possessor possesses a Sun Duke ability called 'Improved Ultraviolet Sunbeam Gaze', then any ability called 'Improved Ultraviolet Sunbeam Gaze' that it grants its possessor gains '30% may inflict Burning', '30% may inflict Pain', and 'May deal 2,500 CON Damage'
Mastery of Suns- (Passive Ability, Sun Duke) Possessor gains +1,000 to all stats if the Terrain or Phantom Terrain is Sun, Possessor's Solar Being pets and summons gain +200 to all stats if the Terrain or Phantom Terrain is Sun, Possessor cannot be negatively affected by effects attached to Terrains or Phantom Terrains that are Sun, provided said effects come from sources below Level 40
Radiant Aura- (Passive Ability, Sun Duke) Possessor's Solar Being allies gain +400 to all stats
Solar Acclimation- (Passive Ability, Other: Sun Duke) Possessor gains 5% Light Resistance
Solar Being Traits- (Passive Ability, Other: Sun Duke) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Solar Being. Possessor gains 50% Resistance to Light against sources that are below Level 100 and are no more than 10 Levels or more above possessor and 300% Darkness Weakness so long as possessor is an Solar Being.
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Ultraviolet Sunbeam Gaze- (Passive Ability, Other: Sun Duke) Possessor gains the ability:
Ultraviolet Sunbeam Gaze- 20,000 Damage, 30% inflicts Poison: Irradiated, This action's Prime Attribute is Spirit, Atomic & Light, 30,000 MP
Swordsman-
Accurate Sword Use- (Passive Ability, Swordsman) Possessor gains +1% To Hit when a Sword is equipped
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword 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 Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Armored Swordsmanship- (Passive Ability, Swordsman) +60 Melee Attack while possessor has both a Sword and a Heavy Armor equipped, +1% To Hit while possessor has both a Sword and a Heavy Armor equipped
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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 Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bloody Slash- (Technique Ability, Swordsman) Possessor may use 'Bloody Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Blustering Slash- (Technique Ability, Swordsman) Possessor may use 'Blustering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Breathless Slash- (Technique Ability, Swordsman) Possessor may use 'Breathless Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Corona Slash- (Technique Ability, Swordsman) Possessor may use 'Corona Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Crisis Overcrash: Million-Sword Rain- (Technique Ability, Swordsman) Possessor may use 'Crisis Overcrash: Million-Sword Rain' in conjunction with a 'Melee Overdrive', 'Ranged 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 Sword equipped. Said action gains +10,000 Melee Attack, +10,000 Ranged Attack, a Prime Attribute of 'STR + AGI', deals 1/2 Damage, and gains '10 hits against all opponents'. Said action sets its user's MP to 0 for the remainder of the thread.
Crisis Slash- (Technique Ability, Swordsman) Possessor may use 'Crisis Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Current Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Dangerous Sword Use- (Passive Ability, Swordsman) Possessor gains +1% Critical when a Sword is equipped
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dicing Slash- (Technique Ability, Swordsman) Possessor may use 'Dicing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Double Slash- (Technique Ability, Swordsman) Possessor may use 'Double Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '2 hits against 1' and deals 1/3 Damage.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Drakeling-Bane Blade- (Passive Ability, Swordsman) Possessor gains +40 Melee Attack against Dragons if a Sword is equipped.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword 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 Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer (2)- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Fire Slash- (Technique Ability, Swordsman) Possessor may use 'Fire Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Frigid Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Frozen Slash- (Technique Ability, Swordsman) Possessor may use 'Frozen Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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 Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hefty Strike- (Passive Ability, Swordsman) Possessor's 'Powerful Attack' technique provides an additional +200 Melee Attack and may be used in conjunction with 'Powerful Attack' actions
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Slash- (Technique Ability, Swordsman) Possessor may use 'Hungering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Impact Slash- (Technique Ability, Swordsman) Possessor may use 'Impact Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee 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.
Magma Slash- (Technique Ability, Swordsman) Possessor may use 'Magma Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Maiming Slash- (Technique Ability, Swordsman) Possessor may use 'Maiming Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Mamma Bear Slash- (Technique Ability, Swordsman) Possessor may use 'Mamma Bear Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Master Sword Training- (Passive Ability, Swordsman) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Sword, Possessor deals 5% additional Damage while possessor has a Sword equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Sword equipped and is not 20 or more Levels below said Boss's Level
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee 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 Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Sword and Board Stance- (Stance Ability, Swordsman) Possessor gains +200 Melee Attack and +200 Defense if possessor has both a Sword and a Shield equipped while in this stance.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword 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
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Wind Slash- (Technique Ability, Swordsman) Possessor may use 'Wind Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.
Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells gain +10 Melee Attack and cost 10 less MP, user gains +20 AGI on the first turn of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occurring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating separate instances of Damage with multiple stackings
Install Basic Spatial Trapdoors- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive if said ally is a Large Structure, with said damage-dealing occurring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating separate instances of Damage with multiple stackings
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
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy ‘ (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with ‘Transmute Arms:’ to this ability, and possessor’s ‘Mutative Arms’ ability may treat said spell as being equipped
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor’s equipped Transmutation spells that begins with ‘Transmute Arms:’ that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell’s effects are applied
Sharp Essence- (Passive Ability, Transmuter) Possessor gains +200 Melee Attack and +200 Magical Attack, this ability provides an additional +200 Melee Attack for each open Weapon slot possessed by possessor, to a max of 5 such slots, this ability provides an additional +200 Magical Attack for each open Spell slot possessed by possessor, to a max of 5 such slots, Possossor gains 15% Critical
Shifting Weapon Stance- (Stance, Transmuter) Possessor’s weapons with base subtypes may have themselves instead count as any other base subtype
<Transmuter>
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Unreality Coordinator-
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element
Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Travel Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost 10 less MP
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
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Traveller- (Passive Ability, Wanderer) 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
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain item item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Walker of the Sea of Glass- (Passive Ability, Wanderer) +60 AGI, +5% Dodge
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock-
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MPList of Applicable Curses wrote: Curse of Lethal Vehicle Crashes- (Passive Ability, Curse) At the start of each round, if possessor is transformed into a Vehicle or is a passenger in a Vehicle transformation, there is a 99% chance that the transformation is de-transformed, with each individual who was either transformed into that transformation or a passenger in that transformation being dealt 5,000,000 Flat Fire element Damage, having a 100% chance of being afflicted with Burning, and having a 30% chance of being afflicted with Instant Death
Warrior-
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
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Incredibly Manly- (Passive Ability, Warrior) Possessor gains +300 unmodified STR and CON, Possessor gains +15,000 HP
Wizard-
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic 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.
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
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 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
Basics-
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Dance Attunment- (Passive Ability, Dancer) All Dance spells with a duration that cost an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost 10 less MP
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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.
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor’s Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
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
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor’s Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor’s Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
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
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Basic Unarmed Technique Attunement- (Passive Ability, Monk) This character gains +30 Melee Attack when no weapon is equipped. This character gains +30 Defense when no armor is equipped.
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
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
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Blue Mage Abilities-
Basic Assumption of Powers- (Passive Ability, Master of Monsters) Whenever an individual from the Enemy List that is normally fightable for drops and that is Level 1 or lower targets possessor with an action involving one of its naturally possessed active abilities from the 'Abilities' section of its sheet, possessor's Morphically Replicated Essence Pattern Reservoir gains a copy of said ability, Possessor's Morphically Replicated Essence Pattern Reservoir should record not only the ability obtained, but also the name, subtype (from the entity's subtype section of the stat sheet only), and Level of the entity it was obtained from, Possessor may choose up to 1 ability from possessor's Morphically Replicated Essence Pattern Reservoir at the start of every thread and gain that ability for the duration of the thread
Broadened Assumption of Powers- (Passive Ability, Master of Monsters) Possessor may choose to gain up to 2 abilities from possessor's Morphically Replicated Essence Pattern Reservoir for possessor's 'Basic Assumption of Powers' ability instead of one
Improved Assumption of Powers (Level 5 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 5 and lower, Possessor must be Level 6 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 2-5; should possessor cease to be Level 6 or greater, possessor's abilities from sources of Levels 2-5 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 6 or greater again
Improved Assumption of Powers (Level 19 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 19 and lower, Possessor must be Level 20 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 6-19; should possessor cease to be Level 20 or greater, possessor's abilities from sources of Levels 6-19 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 20 or greater again
Improved Assumption of Powers (Level 39 Cap)- (Passive Ability, Master of Monsters) Possessor's 'Basic Assumption of Powers' ability works on sources of Level 39 and lower, Possessor must be Level 40 or greater to record (into the Morphically Replicated Essence Pattern Reservoir) or to select to gain abilities from sources of Levels 20-39; should possessor cease to be Level 40 or greater, possessor's abilities from sources of Levels 20-39 that possessor has selected lose all text save their names and cannot be used as active abilities, with this change being undone should possessor being to be Level 40 or greater again
Morphically Replicated Essence Pattern Reservoir:
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Other-
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
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 Weapon of Legend Training- (Passive Ability, Other: Legend) Possessor gains +1,000 Melee Attack, Ranged Attack, and Magical Attack when a Weapon of Legend is equipped; Possessor gains +1,000 STR, CON, AGI, MIN, and SPI when a Weapon of Legend is equipped. Possessor may equip Weapons of Legend that state 'may not normally be equipped unless a proper ability is possessed'
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%
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
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
Eight-Accessory Stance- (Stance Ability, Magewright) Possessor loses up to 8 Consumable slots, if possessor has less than 8 Accessory slots, possessor gains Accessory slots, to a max of 8 such slots, until possessor has at least 8 Accessory slots
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. 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.
Iron Heart- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience, Individuals below Level 40 may not Critical possessor
Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP
Looks Dapper In Tall Hats- (Passive Ability, Clothier) Possessor's Charm infliction chances increase by 5% if possessor has a Hat equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor’s HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual’s stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats)
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a threadAnd With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Shockingly Impressive Muscles- (Passive Ability, Kinetic Emperor) Possessor gains +500 STR, +500 CON, +5,000 HP, and +500 Defense, Possessor's chances of inflicting Charm: Impressed are increased by 20%, Instances of Charm: Impressed that possessor inflicts on opponents cause possessor to count as possessing 2,000 additional points of STR (as an uncapped bonus) for purposes of attacks that target those opponents
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.
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack
Price Gouge- (Technique Ability, Merchant) Possessor may use 'Price Gouge' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Cast a Spell', or 'Use an Item' if no other technique is used. All Gold Damage that possessor deals as part of said action is doubled, to a max of 1,000,000 additional points, as an effect that does not stack with other Gold-damage-doubling effects.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Space-Cutting Blade- - (Technique Ability, Soldreidrethanoi) Possessor may use 'Space-Cutting Blade' in conjunction with a 'Ranged Attack' or 'Point Blank' action if possessor has a Bailartrix equipped and no other technique is used. Said action gains +2,500 Ranged Attack and becomes solely Spatial element.
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Statue Impersonator- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience while a Golem
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
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
Expert in Aerial Combat- (Passive Ability, Skykeeper) Possessor gains +5% Dodge, +500 Defense, and +500 to all stats while in a Zone of Air
Reflect Explosions by Sweeping Air- (Passive Ability, Soldier) If possessor has an item with 'Broom' in its name equipped, possessor gains '50% may Reflects actions that target more than one individual that come from sources below Level 60 that are no more than 5 Levels above possessor'
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Moon-Nose Inversion- (Active Ability, Astromancer) Possessor may spend an action to set the Nose Status of a Nose-Bearing Moon Face to 'Inverted' if it is 'Non-Inverted' or to 'Non-Inverted' if it is 'Inverted'
Whale-Wielding- (Passive Ability, Other: Fisherman) Possessor may equip Fish that are Weaponx2's in a single Weapon slot, Possessor gains +2,000 Melee Attack if possessor has a Weaponx2 that is a Fish equipped
Badly Impersonate Outsider- (Stance Ability, Spy) Possessor's subtype becomes Outsider while no opponent is Level 20 or greater, Possessor gains +100 to all stats while in this stance if no opponent is Level 20 or greater
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
I'm In a Tank!"- (Passive Ability, Driver) Possessor may, once per thread as a pre-emptive counter to an action, transform into a Vehicle transformation that possessor has equipped and then, as a non-pre-emptive counter to the same action, use any one of said vehicle's Abilities as an action, provided that possessor could normally use said ability as an action
Basic Cosmic Powers- (Passive Ability, Superhero) Possessor gains +1,000 to all stats while in a Zone of Astral, possessor may make any of possessor's actions that involve the casting of a Super Power spell solely Astral element
Has Consumed X = # of the Permanent Consumable "Greater Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possesor gains +10% Dodge and +5,000 Melee Attack, Cannot be used in combos
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Other: Divine Philosopher
Apprentice Azoth Synchronization- (Passive Ability, Divine Philosopher) Possessor gains +50 to all stats for each Azoth element item equipped, Possessor's Azoth element pets and summons gain +250 to all stats
Basic Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 1% Azoth Resistance
Basic Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to all stats if Azoth element
Basic Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +50 to all stats
Basic Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 Defense against Azoth
Basic Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +10 to all stats
Basic Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats while in a Zone of Azoth
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Other: Enlightened Sensei
Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Thermonuclear Disciple
Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Basic Acceleration Within Atomic's Dominion- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Atomic
Basic Affinity to Healing Via Atomic- (Passive Ability, Other: Thermonuclear Disciple) Whenever possessor obtains Atomic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Improved Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 10% Atomic Resistance
Radiation-Eater- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Other: 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
Notably Powerful Abilities-
Third or Higher Tier Classes
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
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
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
Blazing Sultan- (Passive Ability, Other: Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
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
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Radiant Hierophant- (Passive Ability, Other: Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
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- (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.
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
<Transmuter>
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
Fourth Tier Abilities-
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons 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 an Axe
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Fifth Tier Abilities-
Expert Chef Proficiency- (Passive Ability, Chef) Possessor may use a single charge of one Food or Drink consumable at the start of each round
Sun Queen's Blessing of Light- Possessor gains (Possessor Level)% Light Resistance, Worshipper Benefit
Power of the Heart of the Moon- Possessor gains +100 to all unmodified stats, Worshipper Benefit
Brilliant Light of Selereth Helios- If possessor is Level 5 or greater, possessor's Light element attacks gain a 5% chance of inflicting Awestruck, Worshipper Benefit
Sun's Holy Wrath- If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal 1.5 times Damage to Abstracts, Undead, Demons, Fiends, and Devils; If possessor is Level 10 or greater, possessor's 'Magical Attack' actions deal .5 times normal Damage to Solar Beings and Illuminated
Manly Awesomeness- If possessor is Level 15 or greater, possessor gains +500 Melee Attack, +500 STR, +500 CON, and +5,000 HP, Worshipper Benefit
Destined Victory- If possessor is Level 20 or greater, possessor is Immune to individuals below Level 20, Worshipper Benefit
Light of Order- If possessor is Level 30 or greater, once per thread at the start of a round, possessor may choose for all of possessor's opponent's multiply their Sum of Relevant Attributes by 1 to get their Randomized Attribute Sum values when calculating damage for the remainder of the round, Worshipper Benefit
Collateral Damage Elimination- If possessor is Level 35 or greater, possessor may choose at the start of each round to not be able to damage allies (not including possessor) during said round, Worshipper Benefit
Fortune:
* Darston and the Golem have a staredown at each other across a giant battlefield. There is tension in the air and they might end up allies or enemies.
* A man with flowing locks of sunfire dismissively fires a heat ray at Darston, whose body becomes a fire-gate and eats it. Darston then charges across a fancy wooden floor in a room filled with chandaliers, punches the man, and causes the man to explode. When the explosion clears, a door in the room opens, and a THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston is grappling with a tentacle-horror and winning, for he is almost as tentacular and happens to be made of sunfire. It fires beams at him, but his mirror-body deflects them.
* Darston is fighting Markus K. in a huge room filled with floating cylinders that are each a different solid color. They leap from cylinder to cylinder, and the monkey is fighting with a city-erasing rocket launcher that is guided by fate whose ammo resists spatial effects. It's a hard-fought fight and both sides look like they could lose.
* Darston space-warps a passage closed behind him and begins walking down a hallway with a piano made of clored light for a floor. Suddenly, a spike is driven through the wall behind him and the corridor seems to die, becoming gray and still. The space-warped wall collapses and a skull-masked man walks through.
* THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC
* Darston gives a space-shattering howl, blasting apart a room made of crystal webbing as he rips off the head of a man with a long, blue beard, blue robes, and a hat with a burning tome floating above it. He then lands on a magma-covered plane behind a tall, thin, red-haired woman in a similar outfight who notices him but is too busy fighting Doctor Wilburforce to react before Darston punches through her body.
MODRAAAAAAAAAAAAAGE
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- Arena Private
- Posts: 93
- Joined: Sat Mar 27, 2021 5:43 am
Re: Darston Candata'chagin'heldelu
Darston Candata'chagin'heldelu (Wriggle Nightsparrow)
Level 79
Shapeshifter & Outsider, Physical & Light & Fire & Evolution & Will
HP- 22,500
MP- 20,275
STR- 2,796 (30)
AGI- 863 (10)
CON- 900 (10)
MIN- 811 (10)
SPI- 416 (5)
XP- 100,000
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 126
Gold- 68,055,000
Weapons-
*Blade of Darston, Hero of Nexus- (Weapon, Other: Weapon of Legend, Universe, 2,000,000,000 Gold) +2,000,000 Melee Attack, +2,000,000 to all stats, +20,000,000 HP as a non-stacking bonus, Wielder may, to a max of once per thread across all wielders across all instances of this item across all versions of all rounds as an effect whose counting cannot be undone and which cannot be replicated or altered, ignore the 'Sets MP to 0' element of the Overcrash 'Phantom Overcrash: Message to the Future' as an explicitly-Overcrash-modifying effect, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder's Animal allies whose name includes 'Lion' gain +200,000 STR and +20,000 to all other stats as a non-stacking effect, Wielder cannot be negatively affected by the ability 'Ruinous Flame of Nokhret', the spell 'You're All Dead', the weapon 'Ruinous Sword of Nokhret (Imitation)', the spell 'Space-Destroying Fire Plague', or the consumable 'Camel-Headed Bastard Cigarettes', wielder's opponents may not benefit from equipped items whose name includes 'Ashtensyrex', this item possesses the subtype Sword, wielder must be Level 60 or greater, this item may not normally be equipped unless a proper ability is possessed
*Glorious, Essence-Reaving, Fate-Cutting, Space-Slaying Sword of the Sun Queen Selereth Helios's Thrice-Golden Champion- (Weapon, Sword, Light & Fire & Destruction & Glory, 900,000,000 Gold) +900,000 Melee Attack, +3,500,000 HP as a non-stacking bonus, +900,000 to all stats, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder must be Level 60 or greater
Orihalcum-and-Glorious-Sunmetal Godblade-Allcleaver of the Sun Queen Selereth Helios's Champion- (Weapon, Sword, Light & Glory, 800,700,000 Gold) +809,500 Melee Attack, +810,300 STR, +800,000 CON, +3,000,000 HP as a non-stacking bonus, 100% may inflict Awestruck, 100% may inflict Burning, 160% Critical, 260% To Hit, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Physical, Light, and Glory Resistance, Immunity, Reflection, and Absorption of individuals below Level 60, Pierces 100,000 Defense, Wielder may create or destroy a Zone of Light at the start of each round, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, Wielder may deal 2,000,000 Flat Physical, Light, or Glory element Damage to one opponent at the start of each round, deals full Damage to the back row, Wielder may spend an action to remove a single stacking of a debuff from a source below Level 80, 10% inflicts Crippled: Devastated, 5% inflicts Smitten, Wielder is cured of one minor, moderate, or major status effect or debuff from a source below Level 80 that is not 20 or more Levels greater than wielder at the start of each round, Wielder may choose for individuals below Level 60 to treat possessor as though possessor's subtype were Planetary, Wielder is Immune to individuals below Level 40, Wielder must be at least Level 40, must possess the ability 'Connection to the Essence of the Sun Queen Selereth Helios', and must be a devout worshipper of Selereth Helios
*The Infinite Key- (Weapon Aspect: The Infinite Key, Staff, Spatial, X Gold) +500,000 Magical Attack, +250,000 Melee Attack, +500,000 MIN, +500,000 SPI, +250,000 MP, 100% Dodge, 220% To Hit, 1% inflicts Vanished, Wielder's 'Magical Attack' actions may become solely Spatial element, Wielder's summon caps that are 2 or greater are increased by 5, Paralysis Immunity, Wielder may spend an action to enter any other active battle within the same thread so long as no individual or 80 or greater in either the battle wielder is leaving or the battle wielder is entering objects, Wielder may spend an action to exit a random dungeon, Wielder may spend an action for wielder's team to be able to exit a random dungeon at the start of the next round, Wielder may spend an action to cure Vanished from sources below Level 80, Wielder is Immune to Vanished and Petrified: Time Stop from sources below Level 80, Wielder may open, close, lock, and unlock portals as an RP power, Wielder may bypass basic dimensional warding as an RP power, Wielder may open mindscapes as an RP power, Wielder may unlock many types of magical and nonmagical locks as an RP power
*Shield of Evalach- (Weapon, Other: Weapon of Legend, Light & Physical, Lv. 79, X Gold) +136,000 Defense, +118,000 Melee Attack, Wielder's Defense may not be pierced by individuals below Level 99, 156% Resilience, +156% Resilience, 400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Wielder gains +136,000 to all stats as an uncapped bonus if none of possessor's opponents are Angels, Celestials, Devas, or Holy Ones, Wielder's Defense and Melee Attack capping are based on Spirit, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder gains a 49% chance of Reflecting the attacks of Arch-Demons, Arch-Devils, Arch-Daemons, Demons, Devils, and Daemons below Level 99, This item possesses the subtype Shield, This item may not normally be equipped unless a proper ability is possessed
XP: 926,765,000
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x80 to bypass Level 80 barrier)
*Sunhand- (Weapon Aspect- The Sunhand, Fist Weapon, Light & Fire, X Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, 200% inflicts Burning, 200% inflicts Awestruck, 200% may inflict Zealblasted, 150% may inflict Fatigued: Stun, 150% may inflict Impaired: Blind, 100% may inflict Poison: Irradiated, 35% Light Resistance, 35% Fire Resistance, 35% Hope Resistance, Wielder may use Unarmed Technique spells as though this weapon were not equipped, Wielder's Strength cap is multiplied by 1.25 as an effect that does not stack with other Strength-cap multipliers, Wielder's per-item Melee Attack bonus cap is doubled for this item, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder's Melee Attack actions have a 45% chance of gaining '4 hits against 1' against targets of equal Level to or lower Level than wielder, Wielder may spend an action to deal 1,600,000 Flat Fire & Light element Damage to one target, Individuals below wielder's Level that are below Level 75 cannot inflict Burning, Awestruck, or Zealblasted on wielder, 120% Critical, 220% To Hit, 90% Resilience, Wielder is immune to individuals below Level 20 if wielder is above Level 40, Wielder's 'Melee Attack' actions may Defeat all of their targets that are below Level 40, Wielder may spend an action for this item to gain or lose any of the elements Hope, Metal, Fire, Light, Glory, and Atomic (provided that losing said element would not make this item possess no elements save for the default element), Once per thread, one of wielder's 'Melee Attack' actions may resurrect a target that was killed by a source below Level 80, Wielder's actions involving the casting of Astral Magic, Leadership, and Divine Magic spells may not be countered by individuals below Level 80, Wielder's allies (including wielder) who are devout worshippers of Selereth Helios or who were present when wielder killed a unique entity from the Boss List named 'Selereth Helios' gain +20,000 to all stats as a non-stacking effect (with said effect being constantly applied by this item and not a buff, Wielder must be Level 40 or greater
Scale of the All-Reflecting Firmament- (Weapon, Shield, Universe, 750,000,000 Gold) +750,000 Defense, +200,000 Melee Attack, +750,000 CON, +7,500,000 HP as a non-stacking bonus, 160% Resilience, 30% Base Element Resistance, 20% Reflects the actions of individuals below Level 99, 80% Reflects the actions of individuals below Level 80, Reflects the actions of individuals below Level 60, Wielder may not be criticalled by individuals below Level 80, Wielder is Immune to individuals below Level 60, Wielder must be Level 60 or greater
*Gavel of Ureshkilon- (Weapon, Mace, Law & Metal, 280,000,000 Gold) +280,000 Melee Attack, Wielder's 'Melee Attack' actions may, as a non-stacking debuff, remove one ability or Constant Effect from each of their targets that is below Level 80 that is not higher Level than wielder
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
*Glorious Pants of the Phoenix-Bearer- (Armor, Clothing, Fire, 80,000,000 Gold) +80,100 Defense, +80,000 Defense against Fire, +80,500 Melee Attack, +80,000 SPI, +82,000 CON, +80,535 STR, +85,515 AGI, +40,600 MIN, 30% Fire Resistance, 80% Burning Resistance, 90% inflicts Burning on any individual who conducts an offensive action that targets wearer, Wielder gains +82,500 additional Melee Attack if no weapons are equipped, gains +82,500 additional Magical Attack if less non-Fire-element spells are equipped by wielder than Fire element spells, and deals an additional 500,000 Fire element damage on hit if no weapons are equipped by wielder, Wieldermay auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, a 52% chance if killed by a source below Level 60, and a 20% chance if killed by a source below Level 80, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances, 40% Instant Death Resistance from sources below Level 80, Wearer’s per-item Magical Attack cap and Melee Attack cap both become 2x the relevant stat, Wearer may convert the Ranged Attack bonus or Magical Attack bonus of any Damaku spell equipped into either a Magical Attack bonus or a Melee Attack bonus, 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 is resurrected and is then healed for 80,000,000 points of F;at Light & Fire element HP Healing and MP Healing, Whenever wearer resurrects an individual, said individual is healed for 5,000,000 points of Flat Light & Fire element HP Healing, May only be equipped by individuals of Level 40 and greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Most-Exalted, Ancient Solar Titan's Glory-Gilded Orihalcum Armor of Ancient Legend- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, +5,000,000 HP as a non-stacking bonus, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 40% Darkness Resistance, 20% Glory Resistance, 20% War Resistance, Awestruck Immunity, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Glory element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 60, Wearer ignores Defense-piercing from sources below Level 75, Wearer takes half damage from non-unique sources below Level 75, Wearer must be at least Level 60
Accessories-
*Cerulean Enigma Body- (Accessory, Bioaugmentation, Aether, 150,000,000 Gold) +1,500,000 HP as a non-stacking bonus, +150,000 CON, Wielder may ignore the infliction of up to 5 debuffs or negative status effects on it from sources below Level 80 per round, Wielder is Immune to sources below Level 40
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Veil of the Shielded Mind- (Accessory, Mask, Psychic, 150,000,000 Gold) +150,000 Defense, +150,000 MIN, +15,000 Defense against MIN Damage, Individuals below Level 80 may not scan possessor's stats, may not deal MIN Damage to possessor, and may not inflict Mindblasted or Dominion on possessor
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
Flame-Holding Bag of Golden Light- (Accessory, Container, Light, 1,100,000 Gold) Wielder gains an additional equipment slot that may be used to equip any one slot worth of Fire element items
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
yer 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
Lich Juggernaut's Arm- (Accessory, Upgrade, Darkness & Earth, 245,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder gains an additional Weapon slot (to a max of 6) and may, at the start of each round unequip 1 weapon that is in it and/or equip 1 weapon to it, Wielder must be Level 75 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Wall of White Chocolate, Dreams, and Frivolity that Blocks Access to the Afterlife, Gives the Souls of the Recently Deceased a Tasty Snack, and Sends them Right Back to their Bodies- (Accessory, Magic Item, Whimsy & Wonder & Life & Dream, 500,000,000 Gold) Whenever wielder or one of wielder's allies is killed by a source below Level 60, said individual is immediately resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each), Once per thread per individual, when wielder or one of wielder's allies is killed by a source above Level 59 that is below Level 80, said individual is resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each)
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
Greater Bag of Holding- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 60 additional unequipped items into battle
Spells-
Elementalizing Portents of Metal- (Spell, Enchantment, Metal & Fate, 150 MP, 110,000 Gold) Target, if target is either below Level 40 or willing, becomes solely the element Metal at the start of the round 5 rounds from the casting of this spell
Multitendril Strike- (Spell, Unarmed Technique, Physical, 8,000 MP, 21,000,000 Gold) +41,000 Melee Attack, 2 hits against 1, Caster may choose to gain 12 hits against 1 and deal 1/2 damage if caster has no weapons equipped
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Variable Fading Call: Eidolon- Triakamul, 'The Engine of Peace and War'- (Spell Aspect: The Infinite Key, Summoner Magic, Technology, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Triakamul, The Engine of Peace and War' from the Boss List as though said entity were performing it
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
Fire-specific Spells-
*Variable Fading Call: Eidolon- Vhazkhenkrein, 'The Name of Fire'- (Spell Aspect: The Infinite Key, Summoner Magic, Fire, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Vhazkhenkrein, The Name of Fire' from the Boss List as though said entity were performing it
Catastrophic Nova Flash- (Spell, Other: Catastrophe Magic, Destruction & Astral & Glory & Fire & Light, 1,200,000 MP, 320,000,000 Gold) +640,000 Magical Attack, 60% inflicts Devastated, 120% inflicts Burning, 120% inflicts Awestruck, 180% may inflict Antimatter, 80% may inflict Manablasted, 80% may inflict Overloaded, deals 1/2 Damage, 1 hit against 4,000,000, 50% this action hits all non-Solar-Being allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, This action ignores the Resistances, Immunities, Reflections, and Absorptions of indivduals below Level 50, This spell's subtype may be changed to Astral Magic at the beginning of a thread, Caster must by Level 40 or greaterw/
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
Light-specific Spells-
Miracle- (Spell, Divine Magic, Light & Darkness, 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, Costs 5,000 XP and 1,000,000 Gold to cast, Casster must have a Patron Deity, Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
Spatial-
Spatial-
Hollow Prison of the Ancients- (Spell, Other: Ancient Magic, Spatial & Air, 960,000 MP, 54,000,000 Gold) +54,500 Magical Attack, May deal no Damage, Targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, 5% non-unique targets below Level 60 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack, Caster must be Level 40 or greater
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Hole Toss II- (Spell, Other: Spatial Magic, Spatial, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, Caster may choose to generate no attack when casting this spell, Caster may choose to obtain one item carried by a willing target or to trade one item to a willing target in addition to this action's other effects
Warp Kick- (Spell, Unarmed Technique, Spatial & Physical, 50 MP, 500,000 Gold) +500 Melee Attack, deals full Damage to targets below Level 40 in the back row, this action gains +5% To Hit as a non-stacking bonus
Hyperspace Jump- (Spell, Hypertech, Technology & Astral & Spatial, 2,000 MP, 7,00,000 Gold) Has RP effects if caster is in an appropriate spacecraft or other vehicle, Permits escape from random quests at the start of the round after it is cast
Pet-
Sunborn War-Colossus- (Pet, Golem, Light & Fire & Hope, Lv.78, 850,000,000 Gold)
HP- 12,500,000
MP- 6,000,000
STR- 95,000
AGI- 23,000
CON- 121,000
MIN- 37,000
SPI- 95,000
XP- 0
XP Needed- 124,100,000 (Standard Multiplier x5)
Minimum Level- 78
Defense- 55,000
Defense against Stat Damage- 10,300
Critical Chance- 115%
Resilience- 165%
To Hit- 185%
Dodge- 78%
Resistances and Immunities- Absorbs Light, Absorbs Hope, Fire Immunity, 99% Physical Resistance, 90% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, Petrification Immunity, 80% Major Status Effect Resistance
Prime Attribute- Strength + Spirit
Constant Effects-
Arriving from the Sky in a Nova of Fire and Light- All opponents take 1,000,000 Flat Fire or Light or Hope or Fire & Light & Hope element damage and are afflicted with Impaired: Blind when possessor switches rows, Constant Effect
Towering Height- Possessor deals full damage to the back row, Constant Effect
Invulnerable Body- Possessor is immune to individuals below Level 60, Possessor gains +1,100,000 Defense, Constant Effect
Immovable- Individuals below Level 80 may not forcibly switch possessor's row, Constant Effect
It's Hard to Dodge the Colossus, and Its Reach Is Like the Sun's- Possessor gains +190% To Hit, Constant Effect
Gargantuan- Possessor may count as up to 60 individuals in whatever row possessor is in for row-order purposes, Possessor gains +75,000,000 HP, Constant Effect
Menacing- Possessor gains 1 additional action per round, Constant Effect
Holy Edge of Absolute Purification- Possessor obtains +156% Critical, If possessor kills a Demon, Devil, Daemon, Umbral, or Darkspawn, possessor may immediately take another action, up to once per round, Constant Effect
On a Mission of Divine Justice- Possessor counts as possessing the abilities 'Priest', 'Paladin', 'Adept Holy Magic Attunement', 'Evermason', 'Sun Duke', 'Eternal Champion', 'Blazing Sultan', and 'Radiant Hierophant', Possessor counts as a devout worshipper of Selereth Helios, Constant Effect
Form of Unstrikable Light- Possessor may reflect any attack that it would Dodge; any attack reflected in said manner may become solely Light element at possessor's discretion and, if possessor chooses such, gains a 200% chance of inflicting Awestruck, Constant Effect
War-Engine of the Upper Realms- All allied Celestials, Angels, Devas, Illuminated, and Holy Ones gain +25,000 to all stats as a non-stacking bonus, Constant Effect
Holy General- All of possessor's allies gain +15,000 to all stats, have a 50% lower chance of their summons being uncontrolled, and deal 65,000 additional Damage with all Damage-dealing attacks, does not stack, Constant Effect
Abilities-
Glorious Sunmetal Glaive- 65,000 Damage, 200% may inflict Burning, Awestruck, and/or Zealblasted, 1 hit against 20,000, Physical or Light or Hope or Fire or Light & Hope & Fire, 0 MP
Nation-Annihilating Nova Stomp- 85,000 Damage, 300% may inflict Impaired: Blind, 200% may inflict Burning or Awestruck, Deals double damage to Large Structures as an effect that does not stack with other damage multipliers against Large Structures, Glory or Earth & Physical & Light & Fire, 0 MP
Unite the Solar Winds to Signal the War- Caster and caster's allies obtain +78% Dodge, +78% To Hit, +78% Critical, +78% Resilience, +30,000 to all stats, +55,000 Defense, and deal 75,000 additional Damage per action, Light & Air & Hope & War, 5,500,000 MP
Hurl into the Sun- 85,000 Damage, inflicts Burning, inflicts Voidstruck, inflicts Suffocation, inflicts Pain, inflicts Awestruck, inflicts Impaired: Blind, Fire & Air, 200,000 MP
Shining Aegis- +250,000 Defense, +35,000 Defense against Stat Damage, +2,500,000 Defense against Physical, +2,500,000 Defense against Fire, +200% Resilience, Target becomes Immune to individuals below Level 40, Target gains 30% Light Resistance, 30% Darkness Resistance, 30% Fire Resistance, 30% Hope Resistance, and 10% Umbral Resistance, Target gains a 50% chance of reflecting offensive actions from sources of Level 70 or lower, does not stack, Warding or Light & Hope, 2,500,000 MP
Blow So Great it Shatters Essence- 135,000 Damage, removes up to 10 buffs on target or debuffs that have target as a source that are on individuals who are in a battle that either caster or target is in that have sources below Level 80, Physical or Destruction, 360,000 MP
Crimson Shardstorm- 35,000 Damage, Pierces 900,000 Defense, -50,000 Defense, inflicts Wounded, inflicts Entombed or Burning, 1 hit against 200,000, stacks 20 times, Earth & Fire & Air, 400,000 MP
Gravity Sphere- Target's turn-order-determining-stat-sum is halved for turn-order-determining purposes, Target, if below Level 60, loses 1 action per round, with effects that would occur before and after said lost action still occurring, stacks 4 times, Earth & Physical, 600,000 MP
Invocation of Ancient Magics- 450,000 Flat Magic element Damage, Magic, 1,000,000 MP
Grand Overcrash: Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage- 2,000,000 Damage, this action deals double Damage (to a max of 1,000,000,000 additional Damage), Inflicts Awestruck, Stun, Zealblasted, and Smitten, 1 hit against 15,000,000,000, Cures all minor and moderate status effects on caster's allies, Light & Hope, 1 MP, Reduces user's MP to 0 for remainder of thread
Extra (via Bag of Holding)-
*Irikani, Blade of Moonlight- (Weapon Aspect: The Tenfold Blade, Sword, Magic & Mystic & Light & Darkness, X Gold) +350,000 Melee Attack, +350,000 AGI, 260% To Hit, Pierces 250,000 Defense, Wielder cannot miss Spatial element targets below Level 100, Wielder's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may become solely any one of their elements
*Jarkodah, The Goliath Blade- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 CON, Wielder's 'Powerful Attack' and 'Melee Overdrive' actions apply a debuff that provides -45,000 Defense, Wielder's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may destroy any number of Zones, Phantom Terrains, and Terrains created by individuals below Level 80
*Irimaika, The Blade of Perfected Artistry- (Weapon Aspect: The Tenfold Blade, Sword, Light & Magic & Air, X Gold) +250,000 Melee Attack, +250,000 SPI, Wielder's 'Attack with Finesse' actions inflict Mindblased, Awestruck, Charm: Impressed, and Impaired: Blind, Any individual below wielder's Level who is below Level 80 who scans wielder's stats cannot act for the remainder of the round after said scanning
*Orwhelm, the Wave Blade- (Weapon Aspect: The Tenfold Blade, Sword, Water, X Gold) +350,000 Melee Attack, +350,000 CON, 260% To Hit, Wielder's 'Melee Attack' actions target and unsummon all summons below Level 80
*Donnelmorun, the Blade of the Unfinished Execution- (Weapon Aspect: The Tenfold Blade, Sword, Darkness, X Gold) +250,000 Melee Attack, +250,000 CON, +250,000 SPI, Individuals 20 or more Levels below wielder's Level may not damage wielder if wielder has dealt itself Damage while this sword was equipped, 5% inflicts Instant Death
*Virmsyek, the Master's Blade- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical & Glory, X Gold) +450,000 Melee Attack, +450,000 to all stats, 180% To Hit, 80% Critical, 80% Dodge, 80% Resilience, Wielder, upon equipping this sword, obtains the next 'name-tier' ability in the Swordsman class that they do not possess out of 'Basic Sword Training', 'Apprentice Sword Training', 'Swordsman', 'Adept Swordsman', 'Expert Swordsman', 'Master Swordsman', and 'Grandmaster Swordsman' while this weapon is equipped, as well as 40 weeks of Swordsman abilities that wielder possesses the prerequisites for that cannot be any of the above-mentioned abilities or other 'name-tier' abilities from the class, with such abilities not being able to be used for prerequisite purposes (except for other abilities gained from this item) said sets of gained abilities not stacking, and said sets of abilities being lost immediately upon unequipping this item
*Somot, the Idea of a Sword- (Weapon Aspect: The Tenfold Blade, Sword, Aether & Psychic, X Gold) +350,000 Melee Attack, 35,000 MIN Damage, Pierces 17,500 Defense against Stat Damage, Inflicts Stat Drain: MIN Drain, Wielder ignores the Defense and Dodge values of individuals who are 5 Levels or more lower than wielder who are below Level 80, Wielder's stat-damage-capping may become based upon MIN, STR, or AGI
*Gynnelmyer, the Parliament of Edges- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical, X Gold) +350,000 Melee Attack, +350,000 Ranged Attack, Wielder's 'Melee Attack', 'Ranged Attack', 'Attack With Finesse', and 'Melee Overdrive' actions deal full Damage to individuals below Level 80 in the back row and may gain both '10 hits against 1000' and 'deals 1/10 Damage and may not deal stat damage or inflict status effects', Wielder counts as wielding 1000 additional Swords
*Itanju, the One-Strike Killer- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 AGI, 180% Critical, Wielder's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions are automatically Criticals against targets below Level 80 on the round that this weapon is equipped, This item gains '15% inflicts Instant Death' on rounds that it is equipped
*Ihmratu, the All-Blade- (Weapon Aspect: The Tenfold Blade, Sword, Physical, X Gold) +1 Melee Attack, +1 to all stats, This weapon gains the natural text, excluding name, aspect-status, type, subtype, and Gold value of all Swords worth below 1,000,000,000 Gold that are not Weapon Aspects of the Tenfold Blade equipped by individuals in the same thread as its wielder who are either both lower Level than its wielder and below Level 80 or who are willing, This item may not be replicated by sources below Level 100
*Grimoire of the Principles Beyond Existence- (Weapon, Book, Spatial & Time & Formus & Aether & Astral & Void, 3,000,000,000 Gold) +3,000,000 Magical Attack, +3,000,000 to all stats, +30,000,000 MP as a non-stacking bonus, Entities below Level 95 may not change the battlesystem without wielder's permission, Entities below Level 95 may not stop wielder from changing the battlesystem, Wielder's base stats are increased by 5 each if the battlesystem is a battlesystem other than the default battlesystem, Wielder must be Level 60 or greater and must possess either the ability 'Expert Ritual Magic Attunement' or 'Expert Book Training'
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
Fiendblade which Thirsts for the Blood of Worlds- (Weapon, Sword, War & Destruction & Fire, 815,000,000 Gold) +815,000 Melee Attack, +815,000 STR, +4,000,000 HP as a non-stacking bonus, 185% Critical, 60% inflicts Smitten: Great Atrocity, 30% War Resistance, 30% Physical Resistance, 30% Lifre Resistance, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions gain 'deals HP Drain' and may gain '1 hit against 5,000,000, deals 1/3 Damage', Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, 30% War Resistance, Wielder must be Level 60 or greater
Seven Gifts of Death- (Weapon, Bailartix, Glory & Darkness & Destruction, 777,000,000 Gold) +777,000 Ranged Attack, +777,000 MIN, +777,000 SPI, 120% Critical, Wielder's 'Ranged Attack' actions use Spirit as their Prime Attribute, 30% inflicts Instant Death, Individuals killed by wielder may be afflicted with Venom, Individuals killed by wielder obtain a debuff that persists after death that does not stack and provides -70,000 to all stats, Individuals killed by wielder may be afflicted with Crippled, Individuals killed by wielder may be afflicted with instances of every minor negative status effect that do not vanish upon death, cannot be cured by individuals below Level 80, and have no natural per-round recovery rate, Individuals killed by wielder may be afflicted with Petrified: Time Stop, Individuals killed by wielder may be afflicted with an instance of Instant Death: Doomed that does not vanish upon death, Individuals killed by wielder may obtain +70,000 to all stats as a non-stacking buff that does not vanish upon death, Wielder must be Level 60 or greater
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
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Noteworthy Abilities-
Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects
Outsider Traits
The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200 (Counted as 114 for these stats: started November 2011)
Archpredator's Ceaseless Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +(100 * X) to all unmodified stats, gains +(100 * X) Melee Attack, and gains +(1,000 * X) HP, X is equal to the number of months possessor has possessed this ability, to a max of 200 (Counted as 91 for these stats: started October 2013)
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage + Stat Damage dealt to possessor (not including healing) is halved, ...
Adept Light, Will, Fire, Hope, Evolution, Spatial
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.
Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
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
♢Allbeast Body- (Passive Ability, Flux Baron) Possessor may, up to one times at the start of each round, replicate the effect of any ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Possessor may summon up to 2 Animals, Umbrals, Shapeshifters, or Monsters from the enemy list that are below Level 200 and are normally fightable for drops at the start of each round, Max 200 summoned, 25% Possessor gains 1 additional actions per round, This effect has no effect if any of possessor's living opponents possess the ability 'Necromancer' (or a higher tier-level ability from the same tree) or have the item *Crown of Anadar equipped
♢Allbeast's Shadow- (Passive Ability, Flux Baron) Up to one time at the start of each round if possessor is a Monster, Shapeshifter, Umbral, or Animal, if possessor acted during the previous round, and if at least one Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops performed an action on a prior round of combat, possessor may choose to replicate the effect of any previously-performed-withing-the-same-battle ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
100,000 Ambulatory Devourer-Mouths- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may deal HP Drain, gains +100,000 Ranged Attack, gains +100,000 Melee Attack, and may have its 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', and 'Ranged Overdrive' actions gain '1 hit against 100,000'
Tester of Realities- (Passive Ability, Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Octopod Multiwielding- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor may, at the start of a thread, exchange up to 8 Accessory slots for Weapon slots, to a max of 8 total weapon slots
Level 79
Shapeshifter & Outsider, Physical & Light & Fire & Evolution & Will
HP- 22,500
MP- 20,275
STR- 2,796 (30)
AGI- 863 (10)
CON- 900 (10)
MIN- 811 (10)
SPI- 416 (5)
XP- 100,000
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 126
Gold- 68,055,000
Weapons-
*Blade of Darston, Hero of Nexus- (Weapon, Other: Weapon of Legend, Universe, 2,000,000,000 Gold) +2,000,000 Melee Attack, +2,000,000 to all stats, +20,000,000 HP as a non-stacking bonus, Wielder may, to a max of once per thread across all wielders across all instances of this item across all versions of all rounds as an effect whose counting cannot be undone and which cannot be replicated or altered, ignore the 'Sets MP to 0' element of the Overcrash 'Phantom Overcrash: Message to the Future' as an explicitly-Overcrash-modifying effect, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder's Animal allies whose name includes 'Lion' gain +200,000 STR and +20,000 to all other stats as a non-stacking effect, Wielder cannot be negatively affected by the ability 'Ruinous Flame of Nokhret', the spell 'You're All Dead', the weapon 'Ruinous Sword of Nokhret (Imitation)', the spell 'Space-Destroying Fire Plague', or the consumable 'Camel-Headed Bastard Cigarettes', wielder's opponents may not benefit from equipped items whose name includes 'Ashtensyrex', this item possesses the subtype Sword, wielder must be Level 60 or greater, this item may not normally be equipped unless a proper ability is possessed
*Glorious, Essence-Reaving, Fate-Cutting, Space-Slaying Sword of the Sun Queen Selereth Helios's Thrice-Golden Champion- (Weapon, Sword, Light & Fire & Destruction & Glory, 900,000,000 Gold) +900,000 Melee Attack, +3,500,000 HP as a non-stacking bonus, +900,000 to all stats, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 180% Critical, 280% To Hit, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, 20% inflicts Instant Death, 20% inflicts Vanished, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder deals full Damage to the back row, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder is Immune to individuals below Level 40, Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target, Wielder may destroy a Zone created by a source below Level 90 at the start of each round, Wielder must be Level 60 or greater
Orihalcum-and-Glorious-Sunmetal Godblade-Allcleaver of the Sun Queen Selereth Helios's Champion- (Weapon, Sword, Light & Glory, 800,700,000 Gold) +809,500 Melee Attack, +810,300 STR, +800,000 CON, +3,000,000 HP as a non-stacking bonus, 100% may inflict Awestruck, 100% may inflict Burning, 160% Critical, 260% To Hit, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Physical, Light, and Glory Resistance, Immunity, Reflection, and Absorption of individuals below Level 60, Pierces 100,000 Defense, Wielder may create or destroy a Zone of Light at the start of each round, Wielder's allies who are Light element, Solar Beings, or are devout worshippers of Selereth Helios gain +15,000 to all stats as a non-stacking bonus, Wielder may deal 2,000,000 Flat Physical, Light, or Glory element Damage to one opponent at the start of each round, deals full Damage to the back row, Wielder may spend an action to remove a single stacking of a debuff from a source below Level 80, 10% inflicts Crippled: Devastated, 5% inflicts Smitten, Wielder is cured of one minor, moderate, or major status effect or debuff from a source below Level 80 that is not 20 or more Levels greater than wielder at the start of each round, Wielder may choose for individuals below Level 60 to treat possessor as though possessor's subtype were Planetary, Wielder is Immune to individuals below Level 40, Wielder must be at least Level 40, must possess the ability 'Connection to the Essence of the Sun Queen Selereth Helios', and must be a devout worshipper of Selereth Helios
*The Infinite Key- (Weapon Aspect: The Infinite Key, Staff, Spatial, X Gold) +500,000 Magical Attack, +250,000 Melee Attack, +500,000 MIN, +500,000 SPI, +250,000 MP, 100% Dodge, 220% To Hit, 1% inflicts Vanished, Wielder's 'Magical Attack' actions may become solely Spatial element, Wielder's summon caps that are 2 or greater are increased by 5, Paralysis Immunity, Wielder may spend an action to enter any other active battle within the same thread so long as no individual or 80 or greater in either the battle wielder is leaving or the battle wielder is entering objects, Wielder may spend an action to exit a random dungeon, Wielder may spend an action for wielder's team to be able to exit a random dungeon at the start of the next round, Wielder may spend an action to cure Vanished from sources below Level 80, Wielder is Immune to Vanished and Petrified: Time Stop from sources below Level 80, Wielder may open, close, lock, and unlock portals as an RP power, Wielder may bypass basic dimensional warding as an RP power, Wielder may open mindscapes as an RP power, Wielder may unlock many types of magical and nonmagical locks as an RP power
*Shield of Evalach- (Weapon, Other: Weapon of Legend, Light & Physical, Lv. 79, X Gold) +136,000 Defense, +118,000 Melee Attack, Wielder's Defense may not be pierced by individuals below Level 99, 156% Resilience, +156% Resilience, 400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Wielder gains +136,000 to all stats as an uncapped bonus if none of possessor's opponents are Angels, Celestials, Devas, or Holy Ones, Wielder's Defense and Melee Attack capping are based on Spirit, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder gains a 49% chance of Reflecting the attacks of Arch-Demons, Arch-Devils, Arch-Daemons, Demons, Devils, and Daemons below Level 99, This item possesses the subtype Shield, This item may not normally be equipped unless a proper ability is possessed
XP: 926,765,000
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x80 to bypass Level 80 barrier)
*Sunhand- (Weapon Aspect- The Sunhand, Fist Weapon, Light & Fire, X Gold) +200,000 Melee Attack, +200,000 STR, +200,000 CON, 200% inflicts Burning, 200% inflicts Awestruck, 200% may inflict Zealblasted, 150% may inflict Fatigued: Stun, 150% may inflict Impaired: Blind, 100% may inflict Poison: Irradiated, 35% Light Resistance, 35% Fire Resistance, 35% Hope Resistance, Wielder may use Unarmed Technique spells as though this weapon were not equipped, Wielder's Strength cap is multiplied by 1.25 as an effect that does not stack with other Strength-cap multipliers, Wielder's per-item Melee Attack bonus cap is doubled for this item, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder's Melee Attack actions have a 45% chance of gaining '4 hits against 1' against targets of equal Level to or lower Level than wielder, Wielder may spend an action to deal 1,600,000 Flat Fire & Light element Damage to one target, Individuals below wielder's Level that are below Level 75 cannot inflict Burning, Awestruck, or Zealblasted on wielder, 120% Critical, 220% To Hit, 90% Resilience, Wielder is immune to individuals below Level 20 if wielder is above Level 40, Wielder's 'Melee Attack' actions may Defeat all of their targets that are below Level 40, Wielder may spend an action for this item to gain or lose any of the elements Hope, Metal, Fire, Light, Glory, and Atomic (provided that losing said element would not make this item possess no elements save for the default element), Once per thread, one of wielder's 'Melee Attack' actions may resurrect a target that was killed by a source below Level 80, Wielder's actions involving the casting of Astral Magic, Leadership, and Divine Magic spells may not be countered by individuals below Level 80, Wielder's allies (including wielder) who are devout worshippers of Selereth Helios or who were present when wielder killed a unique entity from the Boss List named 'Selereth Helios' gain +20,000 to all stats as a non-stacking effect (with said effect being constantly applied by this item and not a buff, Wielder must be Level 40 or greater
Scale of the All-Reflecting Firmament- (Weapon, Shield, Universe, 750,000,000 Gold) +750,000 Defense, +200,000 Melee Attack, +750,000 CON, +7,500,000 HP as a non-stacking bonus, 160% Resilience, 30% Base Element Resistance, 20% Reflects the actions of individuals below Level 99, 80% Reflects the actions of individuals below Level 80, Reflects the actions of individuals below Level 60, Wielder may not be criticalled by individuals below Level 80, Wielder is Immune to individuals below Level 60, Wielder must be Level 60 or greater
*Gavel of Ureshkilon- (Weapon, Mace, Law & Metal, 280,000,000 Gold) +280,000 Melee Attack, Wielder's 'Melee Attack' actions may, as a non-stacking debuff, remove one ability or Constant Effect from each of their targets that is below Level 80 that is not higher Level than wielder
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor-
*Glorious Pants of the Phoenix-Bearer- (Armor, Clothing, Fire, 80,000,000 Gold) +80,100 Defense, +80,000 Defense against Fire, +80,500 Melee Attack, +80,000 SPI, +82,000 CON, +80,535 STR, +85,515 AGI, +40,600 MIN, 30% Fire Resistance, 80% Burning Resistance, 90% inflicts Burning on any individual who conducts an offensive action that targets wearer, Wielder gains +82,500 additional Melee Attack if no weapons are equipped, gains +82,500 additional Magical Attack if less non-Fire-element spells are equipped by wielder than Fire element spells, and deals an additional 500,000 Fire element damage on hit if no weapons are equipped by wielder, Wieldermay auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, a 52% chance if killed by a source below Level 60, and a 20% chance if killed by a source below Level 80, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances, 40% Instant Death Resistance from sources below Level 80, Wearer’s per-item Magical Attack cap and Melee Attack cap both become 2x the relevant stat, Wearer may convert the Ranged Attack bonus or Magical Attack bonus of any Damaku spell equipped into either a Magical Attack bonus or a Melee Attack bonus, 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 is resurrected and is then healed for 80,000,000 points of F;at Light & Fire element HP Healing and MP Healing, Whenever wearer resurrects an individual, said individual is healed for 5,000,000 points of Flat Light & Fire element HP Healing, May only be equipped by individuals of Level 40 and 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
Most-Exalted, Ancient Solar Titan's Glory-Gilded Orihalcum Armor of Ancient Legend- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, +5,000,000 HP as a non-stacking bonus, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 40% Darkness Resistance, 20% Glory Resistance, 20% War Resistance, Awestruck Immunity, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Glory element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 60, Wearer ignores Defense-piercing from sources below Level 75, Wearer takes half damage from non-unique sources below Level 75, Wearer must be at least Level 60
Accessories-
*Cerulean Enigma Body- (Accessory, Bioaugmentation, Aether, 150,000,000 Gold) +1,500,000 HP as a non-stacking bonus, +150,000 CON, Wielder may ignore the infliction of up to 5 debuffs or negative status effects on it from sources below Level 80 per round, Wielder is Immune to sources below Level 40
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Veil of the Shielded Mind- (Accessory, Mask, Psychic, 150,000,000 Gold) +150,000 Defense, +150,000 MIN, +15,000 Defense against MIN Damage, Individuals below Level 80 may not scan possessor's stats, may not deal MIN Damage to possessor, and may not inflict Mindblasted or Dominion on possessor
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
Flame-Holding Bag of Golden Light- (Accessory, Container, Light, 1,100,000 Gold) Wielder gains an additional equipment slot that may be used to equip any one slot worth of Fire element items
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
yer 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
Lich Juggernaut's Arm- (Accessory, Upgrade, Darkness & Earth, 245,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder gains an additional Weapon slot (to a max of 6) and may, at the start of each round unequip 1 weapon that is in it and/or equip 1 weapon to it, Wielder must be Level 75 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
Wall of White Chocolate, Dreams, and Frivolity that Blocks Access to the Afterlife, Gives the Souls of the Recently Deceased a Tasty Snack, and Sends them Right Back to their Bodies- (Accessory, Magic Item, Whimsy & Wonder & Life & Dream, 500,000,000 Gold) Whenever wielder or one of wielder's allies is killed by a source below Level 60, said individual is immediately resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each), Once per thread per individual, when wielder or one of wielder's allies is killed by a source above Level 59 that is below Level 80, said individual is resurrected with full HP and MP (to a max of 10,000,000 of each) and full stats (to a max of 1,000,000 of each)
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
Greater Bag of Holding- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 60 additional unequipped items into battle
Spells-
Elementalizing Portents of Metal- (Spell, Enchantment, Metal & Fate, 150 MP, 110,000 Gold) Target, if target is either below Level 40 or willing, becomes solely the element Metal at the start of the round 5 rounds from the casting of this spell
Multitendril Strike- (Spell, Unarmed Technique, Physical, 8,000 MP, 21,000,000 Gold) +41,000 Melee Attack, 2 hits against 1, Caster may choose to gain 12 hits against 1 and deal 1/2 damage if caster has no weapons equipped
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
*Variable Fading Call: Eidolon- Triakamul, 'The Engine of Peace and War'- (Spell Aspect: The Infinite Key, Summoner Magic, Technology, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Triakamul, The Engine of Peace and War' from the Boss List as though said entity were performing it
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
Fire-specific Spells-
*Variable Fading Call: Eidolon- Vhazkhenkrein, 'The Name of Fire'- (Spell Aspect: The Infinite Key, Summoner Magic, Fire, 520,000 MP, X Gold) Replicates the effect of any ability performable by a 'Vhazkhenkrein, The Name of Fire' from the Boss List as though said entity were performing it
Catastrophic Nova Flash- (Spell, Other: Catastrophe Magic, Destruction & Astral & Glory & Fire & Light, 1,200,000 MP, 320,000,000 Gold) +640,000 Magical Attack, 60% inflicts Devastated, 120% inflicts Burning, 120% inflicts Awestruck, 180% may inflict Antimatter, 80% may inflict Manablasted, 80% may inflict Overloaded, deals 1/2 Damage, 1 hit against 4,000,000, 50% this action hits all non-Solar-Being allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, This action ignores the Resistances, Immunities, Reflections, and Absorptions of indivduals below Level 50, This spell's subtype may be changed to Astral Magic at the beginning of a thread, Caster must by Level 40 or greaterw/
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
Light-specific Spells-
Miracle- (Spell, Divine Magic, Light & Darkness, 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, Costs 5,000 XP and 1,000,000 Gold to cast, Casster must have a Patron Deity, Has RP effects
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Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
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
Spatial-
Spatial-
Hollow Prison of the Ancients- (Spell, Other: Ancient Magic, Spatial & Air, 960,000 MP, 54,000,000 Gold) +54,500 Magical Attack, May deal no Damage, Targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, 5% non-unique targets below Level 60 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack, Caster 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
Hole Toss II- (Spell, Other: Spatial Magic, Spatial, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, Caster may choose to generate no attack when casting this spell, Caster may choose to obtain one item carried by a willing target or to trade one item to a willing target in addition to this action's other effects
Warp Kick- (Spell, Unarmed Technique, Spatial & Physical, 50 MP, 500,000 Gold) +500 Melee Attack, deals full Damage to targets below Level 40 in the back row, this action gains +5% To Hit as a non-stacking bonus
Hyperspace Jump- (Spell, Hypertech, Technology & Astral & Spatial, 2,000 MP, 7,00,000 Gold) Has RP effects if caster is in an appropriate spacecraft or other vehicle, Permits escape from random quests at the start of the round after it is cast
Pet-
Sunborn War-Colossus- (Pet, Golem, Light & Fire & Hope, Lv.78, 850,000,000 Gold)
HP- 12,500,000
MP- 6,000,000
STR- 95,000
AGI- 23,000
CON- 121,000
MIN- 37,000
SPI- 95,000
XP- 0
XP Needed- 124,100,000 (Standard Multiplier x5)
Minimum Level- 78
Defense- 55,000
Defense against Stat Damage- 10,300
Critical Chance- 115%
Resilience- 165%
To Hit- 185%
Dodge- 78%
Resistances and Immunities- Absorbs Light, Absorbs Hope, Fire Immunity, 99% Physical Resistance, 90% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, Petrification Immunity, 80% Major Status Effect Resistance
Prime Attribute- Strength + Spirit
Constant Effects-
Arriving from the Sky in a Nova of Fire and Light- All opponents take 1,000,000 Flat Fire or Light or Hope or Fire & Light & Hope element damage and are afflicted with Impaired: Blind when possessor switches rows, Constant Effect
Towering Height- Possessor deals full damage to the back row, Constant Effect
Invulnerable Body- Possessor is immune to individuals below Level 60, Possessor gains +1,100,000 Defense, Constant Effect
Immovable- Individuals below Level 80 may not forcibly switch possessor's row, Constant Effect
It's Hard to Dodge the Colossus, and Its Reach Is Like the Sun's- Possessor gains +190% To Hit, Constant Effect
Gargantuan- Possessor may count as up to 60 individuals in whatever row possessor is in for row-order purposes, Possessor gains +75,000,000 HP, Constant Effect
Menacing- Possessor gains 1 additional action per round, Constant Effect
Holy Edge of Absolute Purification- Possessor obtains +156% Critical, If possessor kills a Demon, Devil, Daemon, Umbral, or Darkspawn, possessor may immediately take another action, up to once per round, Constant Effect
On a Mission of Divine Justice- Possessor counts as possessing the abilities 'Priest', 'Paladin', 'Adept Holy Magic Attunement', 'Evermason', 'Sun Duke', 'Eternal Champion', 'Blazing Sultan', and 'Radiant Hierophant', Possessor counts as a devout worshipper of Selereth Helios, Constant Effect
Form of Unstrikable Light- Possessor may reflect any attack that it would Dodge; any attack reflected in said manner may become solely Light element at possessor's discretion and, if possessor chooses such, gains a 200% chance of inflicting Awestruck, Constant Effect
War-Engine of the Upper Realms- All allied Celestials, Angels, Devas, Illuminated, and Holy Ones gain +25,000 to all stats as a non-stacking bonus, Constant Effect
Holy General- All of possessor's allies gain +15,000 to all stats, have a 50% lower chance of their summons being uncontrolled, and deal 65,000 additional Damage with all Damage-dealing attacks, does not stack, Constant Effect
Abilities-
Glorious Sunmetal Glaive- 65,000 Damage, 200% may inflict Burning, Awestruck, and/or Zealblasted, 1 hit against 20,000, Physical or Light or Hope or Fire or Light & Hope & Fire, 0 MP
Nation-Annihilating Nova Stomp- 85,000 Damage, 300% may inflict Impaired: Blind, 200% may inflict Burning or Awestruck, Deals double damage to Large Structures as an effect that does not stack with other damage multipliers against Large Structures, Glory or Earth & Physical & Light & Fire, 0 MP
Unite the Solar Winds to Signal the War- Caster and caster's allies obtain +78% Dodge, +78% To Hit, +78% Critical, +78% Resilience, +30,000 to all stats, +55,000 Defense, and deal 75,000 additional Damage per action, Light & Air & Hope & War, 5,500,000 MP
Hurl into the Sun- 85,000 Damage, inflicts Burning, inflicts Voidstruck, inflicts Suffocation, inflicts Pain, inflicts Awestruck, inflicts Impaired: Blind, Fire & Air, 200,000 MP
Shining Aegis- +250,000 Defense, +35,000 Defense against Stat Damage, +2,500,000 Defense against Physical, +2,500,000 Defense against Fire, +200% Resilience, Target becomes Immune to individuals below Level 40, Target gains 30% Light Resistance, 30% Darkness Resistance, 30% Fire Resistance, 30% Hope Resistance, and 10% Umbral Resistance, Target gains a 50% chance of reflecting offensive actions from sources of Level 70 or lower, does not stack, Warding or Light & Hope, 2,500,000 MP
Blow So Great it Shatters Essence- 135,000 Damage, removes up to 10 buffs on target or debuffs that have target as a source that are on individuals who are in a battle that either caster or target is in that have sources below Level 80, Physical or Destruction, 360,000 MP
Crimson Shardstorm- 35,000 Damage, Pierces 900,000 Defense, -50,000 Defense, inflicts Wounded, inflicts Entombed or Burning, 1 hit against 200,000, stacks 20 times, Earth & Fire & Air, 400,000 MP
Gravity Sphere- Target's turn-order-determining-stat-sum is halved for turn-order-determining purposes, Target, if below Level 60, loses 1 action per round, with effects that would occur before and after said lost action still occurring, stacks 4 times, Earth & Physical, 600,000 MP
Invocation of Ancient Magics- 450,000 Flat Magic element Damage, Magic, 1,000,000 MP
Grand Overcrash: Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage- 2,000,000 Damage, this action deals double Damage (to a max of 1,000,000,000 additional Damage), Inflicts Awestruck, Stun, Zealblasted, and Smitten, 1 hit against 15,000,000,000, Cures all minor and moderate status effects on caster's allies, Light & Hope, 1 MP, Reduces user's MP to 0 for remainder of thread
Extra (via Bag of Holding)-
*Irikani, Blade of Moonlight- (Weapon Aspect: The Tenfold Blade, Sword, Magic & Mystic & Light & Darkness, X Gold) +350,000 Melee Attack, +350,000 AGI, 260% To Hit, Pierces 250,000 Defense, Wielder cannot miss Spatial element targets below Level 100, Wielder's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may become solely any one of their elements
*Jarkodah, The Goliath Blade- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 CON, Wielder's 'Powerful Attack' and 'Melee Overdrive' actions apply a debuff that provides -45,000 Defense, Wielder's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may destroy any number of Zones, Phantom Terrains, and Terrains created by individuals below Level 80
*Irimaika, The Blade of Perfected Artistry- (Weapon Aspect: The Tenfold Blade, Sword, Light & Magic & Air, X Gold) +250,000 Melee Attack, +250,000 SPI, Wielder's 'Attack with Finesse' actions inflict Mindblased, Awestruck, Charm: Impressed, and Impaired: Blind, Any individual below wielder's Level who is below Level 80 who scans wielder's stats cannot act for the remainder of the round after said scanning
*Orwhelm, the Wave Blade- (Weapon Aspect: The Tenfold Blade, Sword, Water, X Gold) +350,000 Melee Attack, +350,000 CON, 260% To Hit, Wielder's 'Melee Attack' actions target and unsummon all summons below Level 80
*Donnelmorun, the Blade of the Unfinished Execution- (Weapon Aspect: The Tenfold Blade, Sword, Darkness, X Gold) +250,000 Melee Attack, +250,000 CON, +250,000 SPI, Individuals 20 or more Levels below wielder's Level may not damage wielder if wielder has dealt itself Damage while this sword was equipped, 5% inflicts Instant Death
*Virmsyek, the Master's Blade- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical & Glory, X Gold) +450,000 Melee Attack, +450,000 to all stats, 180% To Hit, 80% Critical, 80% Dodge, 80% Resilience, Wielder, upon equipping this sword, obtains the next 'name-tier' ability in the Swordsman class that they do not possess out of 'Basic Sword Training', 'Apprentice Sword Training', 'Swordsman', 'Adept Swordsman', 'Expert Swordsman', 'Master Swordsman', and 'Grandmaster Swordsman' while this weapon is equipped, as well as 40 weeks of Swordsman abilities that wielder possesses the prerequisites for that cannot be any of the above-mentioned abilities or other 'name-tier' abilities from the class, with such abilities not being able to be used for prerequisite purposes (except for other abilities gained from this item) said sets of gained abilities not stacking, and said sets of abilities being lost immediately upon unequipping this item
*Somot, the Idea of a Sword- (Weapon Aspect: The Tenfold Blade, Sword, Aether & Psychic, X Gold) +350,000 Melee Attack, 35,000 MIN Damage, Pierces 17,500 Defense against Stat Damage, Inflicts Stat Drain: MIN Drain, Wielder ignores the Defense and Dodge values of individuals who are 5 Levels or more lower than wielder who are below Level 80, Wielder's stat-damage-capping may become based upon MIN, STR, or AGI
*Gynnelmyer, the Parliament of Edges- (Weapon Aspect: The Tenfold Blade, Sword, Air & Physical, X Gold) +350,000 Melee Attack, +350,000 Ranged Attack, Wielder's 'Melee Attack', 'Ranged Attack', 'Attack With Finesse', and 'Melee Overdrive' actions deal full Damage to individuals below Level 80 in the back row and may gain both '10 hits against 1000' and 'deals 1/10 Damage and may not deal stat damage or inflict status effects', Wielder counts as wielding 1000 additional Swords
*Itanju, the One-Strike Killer- (Weapon Aspect: The Tenfold Blade, Sword, Earth & Physical, X Gold) +450,000 Melee Attack, +450,000 STR, +450,000 AGI, 180% Critical, Wielder's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions are automatically Criticals against targets below Level 80 on the round that this weapon is equipped, This item gains '15% inflicts Instant Death' on rounds that it is equipped
*Ihmratu, the All-Blade- (Weapon Aspect: The Tenfold Blade, Sword, Physical, X Gold) +1 Melee Attack, +1 to all stats, This weapon gains the natural text, excluding name, aspect-status, type, subtype, and Gold value of all Swords worth below 1,000,000,000 Gold that are not Weapon Aspects of the Tenfold Blade equipped by individuals in the same thread as its wielder who are either both lower Level than its wielder and below Level 80 or who are willing, This item may not be replicated by sources below Level 100
*Grimoire of the Principles Beyond Existence- (Weapon, Book, Spatial & Time & Formus & Aether & Astral & Void, 3,000,000,000 Gold) +3,000,000 Magical Attack, +3,000,000 to all stats, +30,000,000 MP as a non-stacking bonus, Entities below Level 95 may not change the battlesystem without wielder's permission, Entities below Level 95 may not stop wielder from changing the battlesystem, Wielder's base stats are increased by 5 each if the battlesystem is a battlesystem other than the default battlesystem, Wielder must be Level 60 or greater and must possess either the ability 'Expert Ritual Magic Attunement' or 'Expert Book Training'
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
Fiendblade which Thirsts for the Blood of Worlds- (Weapon, Sword, War & Destruction & Fire, 815,000,000 Gold) +815,000 Melee Attack, +815,000 STR, +4,000,000 HP as a non-stacking bonus, 185% Critical, 60% inflicts Smitten: Great Atrocity, 30% War Resistance, 30% Physical Resistance, 30% Lifre Resistance, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions gain 'deals HP Drain' and may gain '1 hit against 5,000,000, deals 1/3 Damage', Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, 30% War Resistance, Wielder must be Level 60 or greater
Seven Gifts of Death- (Weapon, Bailartix, Glory & Darkness & Destruction, 777,000,000 Gold) +777,000 Ranged Attack, +777,000 MIN, +777,000 SPI, 120% Critical, Wielder's 'Ranged Attack' actions use Spirit as their Prime Attribute, 30% inflicts Instant Death, Individuals killed by wielder may be afflicted with Venom, Individuals killed by wielder obtain a debuff that persists after death that does not stack and provides -70,000 to all stats, Individuals killed by wielder may be afflicted with Crippled, Individuals killed by wielder may be afflicted with instances of every minor negative status effect that do not vanish upon death, cannot be cured by individuals below Level 80, and have no natural per-round recovery rate, Individuals killed by wielder may be afflicted with Petrified: Time Stop, Individuals killed by wielder may be afflicted with an instance of Instant Death: Doomed that does not vanish upon death, Individuals killed by wielder may obtain +70,000 to all stats as a non-stacking buff that does not vanish upon death, Wielder must be Level 60 or greater
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
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
Noteworthy Abilities-
Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects
Outsider Traits
The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200 (Counted as 114 for these stats: started November 2011)
Archpredator's Ceaseless Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +(100 * X) to all unmodified stats, gains +(100 * X) Melee Attack, and gains +(1,000 * X) HP, X is equal to the number of months possessor has possessed this ability, to a max of 200 (Counted as 91 for these stats: started October 2013)
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage + Stat Damage dealt to possessor (not including healing) is halved, ...
Adept Light, Will, Fire, Hope, Evolution, Spatial
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.
Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.
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
♢Allbeast Body- (Passive Ability, Flux Baron) Possessor may, up to one times at the start of each round, replicate the effect of any ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Possessor may summon up to 2 Animals, Umbrals, Shapeshifters, or Monsters from the enemy list that are below Level 200 and are normally fightable for drops at the start of each round, Max 200 summoned, 25% Possessor gains 1 additional actions per round, This effect has no effect if any of possessor's living opponents possess the ability 'Necromancer' (or a higher tier-level ability from the same tree) or have the item *Crown of Anadar equipped
♢Allbeast's Shadow- (Passive Ability, Flux Baron) Up to one time at the start of each round if possessor is a Monster, Shapeshifter, Umbral, or Animal, if possessor acted during the previous round, and if at least one Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops performed an action on a prior round of combat, possessor may choose to replicate the effect of any previously-performed-withing-the-same-battle ability performable by an Animal, Umbral, Shapeshifter, or Monster on the enemy list that is below Level 200, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability
100,000 Ambulatory Devourer-Mouths- (Passive Ability, Gatekeeper) If possessor is Level 40 or greater and an Outsider, possessor may deal HP Drain, gains +100,000 Ranged Attack, gains +100,000 Melee Attack, and may have its 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', and 'Ranged Overdrive' actions gain '1 hit against 100,000'
Tester of Realities- (Passive Ability, Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Octopod Multiwielding- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor may, at the start of a thread, exchange up to 8 Accessory slots for Weapon slots, to a max of 8 total weapon slots
Darston Candata'chagin'heldelu
Shapeshifter & Undead & Outsider & Aquatic & Large Structure
Spatial & Evolution & Will & Light & Fire (or Progress)
609,725,000 HP
41,306,000 MP
Regerates 200,000 HP and 200,000 MP at the start of each round
STR- 791,774
AGI- 727,160
CON- 737,900
MIN- 726,120
SPI- 718,220
General-
180% Critical, 280% To Hit, 17.3% Dodge, 1,260% Resilience ((156% +156%)*4)
Attack-
+7,127,880 Melee Attack (Uncapped: (+2,000,000+900,000+809,500+118,000+200,000+100,000)*2)
+1,500,000 Magical Attack(Uncapped: (+500,000+250,000)*2)
+700,000 Ranged Attack (Unmodified: (+250,000+100,000)*2)
Attacks deal drain, all drain is tripled
Pierces 100,000 Defense
Deals full Damage to the back row
Ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level,
200% inflicts Burning, 200% inflicts Awestruck, 200% may inflict Zealblasted, 150% may inflict Fatigued: Stun, 150% may inflict Impaired: Blind, 100% may inflict Poison: Irradiated, 100% may inflict Awestruck, 100% may inflict Burning, 100% may inflict Suffocation: No Future, 45% inflicts Instant Death, 45% inflicts Vanished, 35% inflicts Crippled: Devastated, 20% inflicts Smitten
Defense-
+17,256,000 Defense (Uncapped: (+750,000(Universe)+136,000+80,100+509,500+150,000+100,000)*10), +80,000 Defense against Fire
Wielder's Defense may not be pierced by individuals below Level 99
+60,000 Defense against Stat Damage, +20,000 Defense against MIN Damage, Cannot take STR/CON damage from lower level sources (Unmodified: 40,000*1.5)
20% Reflects the actions of individuals below Level 99
40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 40% Darkness Resistance, 35% Hope Resistance, 30% Base Element Resistance, 20% Glory Resistance, 20% War Resistance,
400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, Charm, Paralysis, and Awestruck, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Immune to Vanished and Petrified: Time Stop from sources below Level 80, 40% Instant Death Resistance from sources below Level 80,
Wielder may ignore the infliction of up to 5 debuffs or negative status effects on it from sources below Level 80 per round,
Individuals below Level 80 may not scan possessor's stats, may not deal MIN Damage to possessor, and may not inflict Mindblasted or Dominion on possessor
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
90% inflicts Burning on any individual who conducts an offensive action that targets wearer,
Various other stuff:
Wielder may destroy a Zone created by a source below Level 90 at the start of each round
Wielder may spend an action to remove any number of buffs or debuffs from sources below Level 80 who are not 20 or more Levels greater than wielder from a single target,
Wielder may, to a max of once per thread (with no cheating in multiple uses) ignore the 'Sets MP to 0' element of the Overcrash 'Phantom Overcrash: Message to the Future' as an explicitly-Overcrash-modifying effect,
Wielder's Melee Attack actions have a 45% chance of gaining '4 hits against 1' against targets of equal Level to or lower Level than wielder,
Wielder's Defense and Melee Attack capping are based on Spirit,
Wielder's Strength cap is multiplied by 1.25 as an effect that does not stack with other Strength-cap multipliers,
Wielder may create or destroy a Zone of Light at the start of each round,
Wielder's 'Melee Attack' actions may, as a non-stacking debuff, remove one ability or Constant Effect from each of their targets that is below Level 80 that is not higher Level than wielder
20% Reflects the actions of individuals below Level 99, 80% Reflects the actions of individuals below Level 80, Wielder may not be criticalled by individuals below Level 80