Crazy Roy Montero, Whose Deals You Won't Believe
Posted: Mon Jun 01, 2020 7:49 pm
Crazy Roy Montero, Whose Deals You Won't Believe (Pathaky)
Level 39 Enigma Man
Human, Water
HP: 15,325
MP: 44,400
STR: 396 (10)
AGI: 620 (15)
CON: 613 (15)
MIN: 1,776 (40)
SPI: 2,240 (50)
SAN: 195 (5)
INF: 195 (5)
RES: 195 (5)
XP- 17,443,996 (Shared with identities)
XP Required- 820,000 | Scheme
Fame- 27 (Shared with identities)
Obscurity- 13 (Shared with identities)
Paradox- 1 (Shared with identities)
Gold- 949,805
Bonus Weeks: 44, 2 Wizard Bonus Weeks, 1 Temporal Primarch, +1 Illusionist, +1 Mind Lord, +2 Metamorph, +100 Spy, +100 Transmuter, +1000 Delver of the Forbidden
Will Learn:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Core Abilities: Enigmatic Stranger, Diviner, Transmuter, Spy, Warlock, Controller, Mentalist, Rune Mage, Illusionist, Channeler, Veilwalker and Wanderer
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
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Controller<>
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Diviner<>
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
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
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Can Spot Orkanith Grabbing Things- (Passive Ability, Diviner) Possessor gains +30% To Hit against individuals whose name includes 'Orkanith' and cannot have items stolen from them by PCs with said name
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
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
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
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 Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Passive Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Enigmatic Stranger<>
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
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
Mentalist<>
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Hypnotist (2)- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Rune Mage<>
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Spy<>
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Aerial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aerial and a Disguise equipped by possessor is changing possessor's subtype to Aerial
Basic Ability to Successfully Disguise Oneself as a Alien- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Alien and a Disguise equipped by possessor is changing possessor's subtype to Alien
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Animal- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Animal and a Disguise equipped by possessor is changing possessor's subtype to Animal
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Bio-Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Bio-Horror and a Disguise equipped by possessor is changing possessor's subtype to Bio-Horror
Basic Ability to Successfully Disguise Oneself as a Celestial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Celestial and a Disguise equipped by possessor is changing possessor's subtype to Celestial
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Basic Ability to Successfully Disguise Oneself as a Cthonian- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Cthonian and a Disguise equipped by possessor is changing possessor's subtype to Cthonian
Basic Ability to Successfully Disguise Oneself as a Daemon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Daemon and a Disguise equipped by possessor is changing possessor's subtype to Daemon
Basic Ability to Successfully Disguise Oneself as a Darkspawn- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Darkspawn and a Disguise equipped by possessor is changing possessor's subtype to Darkspawn
Basic Ability to Successfully Disguise Oneself as a Demon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Demon and a Disguise equipped by possessor is changing possessor's subtype to Demon
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Basic Ability to Successfully Disguise Oneself as a Devil- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Devil and a Disguise equipped by possessor is changing possessor's subtype to Devil
Basic Ability to Successfully Disguise Oneself as a Elemental- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Elemental and a Disguise equipped by possessor is changing possessor's subtype to Elemental
Basic Ability to Successfully Disguise Oneself as a Fae- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Fae and a Disguise equipped by possessor is changing possessor's subtype to Fae
Basic Ability to Successfully Disguise Oneself as a Golem- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Golem and a Disguise equipped by possessor is changing possessor's subtype to Golem
Basic Ability to Successfully Disguise Oneself as a Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Horror and a Disguise equipped by possessor is changing possessor's subtype to Horror
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Ability to Successfully Disguise Oneself as a Humanoid- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Humanoid and a Disguise equipped by possessor is changing possessor's subtype to Humanoid
Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Basic Ability to Successfully Disguise Oneself as a Insect- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Insect and a Disguise equipped by possessor is changing possessor's subtype to Insect
Basic Ability to Successfully Disguise Oneself as a Machine- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Machine and a Disguise equipped by possessor is changing possessor's subtype to Machine
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Plum Convincing When Imitating a Dog- (Passive Ability, Spy) Possessor, if in 'Form of Dog' Stance, loses possessor's name and has it replaced with 'Dog' and may choose to provide the scan results of an Enemy of Level 20 or lower whose name contains 'Dog' when scanned by an individual with lower MIN who is below Level 60
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
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
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Holder of Polymorphic Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Polymorph:' to this ability, and possessor's 'Polymorphic Body' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph III- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the Defense of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with Defense penalties from this ability being unable to reduce a stat to 0 or below
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
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' 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
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' 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
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' 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
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
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
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
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
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock-Lord of Intemperence- (Passive Ability, Warlock) Possessor suffers no negative effects from being afflicted with Poison: Drunk, Possessor's chances of inflicting Poison: Drunk increase by 25%, Dark Magic spells cast by possessor may gain '30% inflicts Poison: Drunk' if they already inflict at least one minor negative status effect or at least one buff
Wanderer<>
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
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
Arcane Vizier:
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Magic.
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Magic- (Passive Ability, Arcane Vizier) Possessor may use the Technique 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Magic element.
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
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
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
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
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
Delver of the Forbidden:
Apprentice Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 250 less Damage to possessor and have a 5% less chance of inflicting minor negative status effects on possessor
Balks at the Warnings of Conventional Scholars- (Passive Ability, Delver of the Forbidden) Possessor gains +50 unmodified MIN, Possessor has a 5% chance of being afflicted with Confusion at the start of each round
Basic Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 10 less Damage to possessor and have a 1% less chance of inflicting minor negative status effects on possessor
Call Madness from the Depths (Minor)- (Passive Ability, Herald of Lunacy) At the start of each round, if possessor is in a Zone of Earth or the terrain or Phantom Terrain is Caverns, possessor may summon up to 5 Darkspawn below Level 10 from the Enemy List
Enlightenment Through Lunacy- (Passive Ability, Delver of the Forbidden) Possessor gains +500 MIN and +250 SPI while afflicted with Confusion
Forbidden Magic Casting I- (Passive Ability, Delver of the Forbidden) Forbidden Magic spells cost possessor 20 less MP to cast
Doombringer:
Magics of Devastation- (Passive Ability, Doombringer) Possessor gains +(500 * possessor Level) Magical Attack. Possessor's 'Magical Attack' and 'Overdrive' actions gain a 100% chance of inflicting any one minor status effect.
Driver:
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Car Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Racecar Driver- (Active Ability, Driver) Possessor may spend an action to give a Vehicle transformation that possessor is currently in a buff that gives +5,000 AGI, said transformation takes double damage from all attacks while under the effects of this buff, this ability does not stack
Elementalist
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Merchant:
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Knowledge of Logistics and Supply Chain Management- (Passive Ability, Merchant) Possessor's 'Trade' actions may not be countered by opponents below Level 20.
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Mind Lord:
Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic 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 Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ocean Prince:
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element damage dealt by possessor are increased by 50 points
Drinks In the Essence of Water- (Passive Ability, Ocean Prince) At the start of each round, if possessor is Water element, is Fire element, or is Level 40 or greater and desires such, possessor may apply a debuff of -1,000 to all stats of all Water element foes that stacks 5 times and causes possessor, while it is present in the same battle, to obtain +100 to all stats as an effect that stacks 5 times
Oracle of Lunacy:
Basic Madness Synchronization- (Passive Ability, Other: Oracle of Lunacy) Possessor gains +25 to all stats if possessor is Madness element
Paragon of Resolve:
Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense against Will
Apprentice Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +100 to all stats
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
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Basic Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +50 to all stats
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +10 to all stats
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonusDetect Will- (Passive Ability, Paragon of Resolve) Possessor gains +1% To Hit against Will element targets
Elemental Attack-Conversion: Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Will element and no other technique is used. Said action becomes solely the element Will.
Elemental Invocation of Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Invocation of Will' in conjunction with an 'Elemental Attack' action so long as possessor is Will element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element Damage to up to 10 targets
Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Improved Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5,000 Defense against Will
Improved Defenses That Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +2,000 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +250 to all stats
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Improved Will 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
Nonsynchronous Elemental Attack-Conversion: Will- (Passive Ability, Other: Paragon of Resolve) Possessor may use the Technique 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Will element.
Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
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
Predict the Flow of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5% Dodge against Will element individuals
Project Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Will
Prosperous Venting of Excess Will- (Passive Ability, Other: Paragon of Resolve) If possessor is Will element and performs an 'Elemental Attack' action that is solely Will element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Soothing Will Emanation- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element HP Healing to up to 10 targets that are Will element
Stability Within Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains 25% minor negative status effect resistance while in a Zone of Will
Understanding of the Bonds of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Will element individual
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 Battle-Aura- (Stance Ability, Other: Paragon of Resolve) Possessor deals 10,000 Flat Will element Damage to each opponent at the start of each round
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
Scholar:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
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.
Seakeeper
Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense
Slayer
Knows the Secret Weaknesses of Dragons- (Passive Ability, Slayer) Possessor gains +25% Critical against Dragons and 10% Dragon Resistance
Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Other: Torment Master:
Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if Agony element
Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Wizard:
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Misc:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
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 Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Become Blood Upon Death- (Passive Ability, Other: Count of Blood) Possessor may choose to leave no corpse upon dying
Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Cat-Eating Samurai- (Passive Ability, Kensei) Possessor may regenerate 500,000 HP whenever possessor kills an Animal with an action that involves the casting of a Sword Arts spell
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Covert Speakeasy Operator- (Passive Ability, Thief) Possessor may trade one Drink item to any one ally at the start of each round, with said trade not able to be blocked by opposing sources below Level 40
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
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.
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
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
Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions pre-emptively countered by individuals below Level 10
~Hair Composed of Soft Serve Icecream- (Active/Passive Ability, Other: Smiling Drifter) Possessor may count as additionally being Ice element, Possessor may spend an action to deal (10,000 x possessor's Level) Flat Ice & Candy element HP Healing to one ally
Is Back with the Boogie- (Passive Ability, Dancer) Whenever possessor enters a battlespace that possessor was previously in during the same battle, possessor gains +5,000 AGI as a non-stacking buff that lasts 3 rounds
~Lay Sky Sapphires- (Active Ability, Skykeeper) Possessor may produce up to 8 Sky Sapphire Per Month by posting in the Shop thread
Man Hands- (Passive Ability, General) +50 Melee Attack, Possessor's Charm infliction chances are reduced by 5%
Master of Yodeling Hamsters- (Passive Ability, Beastmaster) Possessor's Animal pets and summons deal 500,000 additional Sonic Damage, to a max of 5,000,000 additional Damage per round across all such pets and summons
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Motorcycle Samurai- (Passive Ability, Kensei) Possessor gains +30% To Hit if possessor has a Vehicle transformation whose name includes 'Motorcyle' and a Sword both equipped
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Serve Drinks- (Active Ability, Chef) Possessor may spend an action to use two Drink consumables; they must share a single target and only affect said target.
Curses Addicted to Alcohol- (Passive Ability, Curse) Possessor's stats are reduced by 3% of their maximum values, to a minimum of 1, while possessor is not afflicted with Poison: Drunk
Bad At Using Turn Signals- (Passive Ability, Curse) Whenever possessor switches rows while in a Vehicle, possessor's allies have a 100% chance of being afflicted with Confusion: Berserk
Whoever cures this gets 1 Fame.
Chased By Deadly Icebergs- (Passive Ability, Curse) Possessor suffers 100,000 Flat Ice element Damage at the start of every round unless possessor is in a Zone of Fire, in which case said quantity of Damage is reduced to 2,000 points
Hellabad Vision- (Passive Ability, Curse) Possessor's attacks that target a single entity have a 50% chance of targeting a random other entity instead
Insensate, Numb Limbs- (Passive Ability, Curse) Possessor obtains -500 AGI and -35% Dodge, Possessor's sense of touch does not function as an RP effect
Totally Bananas- (Passive Ability, Curse) Possessor has a 20% chance of being afflicted with Insanity at the start of each round
Whips A Hurricane-Projecting Banana Out of Pants at the Most Inappropriate Times- (Passive Ability, Curse) Whenever possessor would inflict Charm on an enemy, said enemy, if not already afflicted with Charm, may choose to instead cancel said Charm infliction instance, cause one of possessor's equipped weapons to be unequipped, and to cause possessor to create and equip a Temporary Hurricane-Projecting Banana in its place (with said item still being created but not being equipped if it somehow could not be equipped)
Devout Worshipper of Lili Von Mion
Worshipper Restrictions
Rejection of the Upper Planes- Possessor cannot become any of the subtypes Angel, Deva, Celestial, or Holy One, and possessor loses all Worshipper Benefits if possessor is one of said subtypes, Worshipper Restriction
Rejection of Glyphs- Possessor cannot equip Glyphs, Possessor loses all Worshipper Benefits if possessor equips a Glyph, Worshipper Restriction
Rejection of Glyph Magic- Possessor cannot cast Glyph Magic spells, Possessor loses all Worshipper Benefits if possessor casts a Glyph Magic spell, Worshipper Restriction
Worshipper Benefits
Dance Puppets, Dance!- Possessor's Rune Magic summons gain +(20* Possessor Level) to all stats, Possessor may choose for individuals other than possessor who are afflicted with Charm with possessor as a source to gain +(20* Possessor Level) to all stats, Worshipper Benefit
Friend Shield- If possessor is Level 9 or greater, possessor's allies gain +100 Defense, Worshipper Benefit
Keeper of Precious Items- If possessor is Level 10 or greater, possessor's items may not be destroyed by individuals below Level 20, Worshipper Benefit
Create Binding Contracts- If possessor is Level 15 or greater, possessor's allies may, at the beginning of a thread, choose to obtain a buff that provides +250 to all stats; if they do, said buff turns into a debuff that cannot be removed by sources below Level 40 if they ever conduct a hostile action against possessor, with said debuff instead providing -250 to all stats
Bindings of Love- When possessor acquires this ability possessor chooses a single unique PC or pet that is known to exist, Other individuals who are not 20 or more Levels greater than possessor may not inflict Charm: Lovestruck on possessor, and possessor may not inflict Charm: Lovestruck on other individuals. (UNDECIDED)
Extra Runic Summons- If possessor is Level 20 or greater, possessor summon caps for Rune Magic summons are increased by 1 if they are already 5 or greater
Extra Rune Magic- If possessor is Level 25 or greater, possessor gains an additional Spell slot that may only be used to equip a Rune Magic spell and may not be converted into other types of slot
Elimination Calculations- If possessor is Level 29 or greater, possessor may change possessor's attacks to be solely any combination of base elements that their targets are weak to (with this alteration able to be different for each of their targets), with said alteration only being possible in regards to targets whose stats have been scanned by possessor
Completed Scheme Effects
Spreading Rumours
This Scheme's possessor's 'Investigating the Enigma Men' Count Cap is increased by 1.
When an individual would attempt to scan this Scheme's possessor, if said scanner is lower Level than this Scheme's possessor, this scheme's possessor may choose to have a 75% chance of instead placing a stacked instance of a debuff named 'Investigating the Enigma Men', which persists between threads if acquired in an RP thread, cannot be removed by sources below this Scheme's possessor's Level at the time of its infliction, and stacks up to a cap of its inflictior's 'Investigating the Enigma Men' Count Cap.
At the start of each round, this Scheme's possessor may choose to have a 30% chance of inflicting Confusion on any number of individuals who possess 1 or more stacked instance of the debuff 'Investigating the Enigma Men'.
Establishing a Currency
"The currency is a round coin, about the size of a half-dollar. It is the color of an oil-slick, always shifting and changing depending on the angle it's viewed from. It's about 3 mm thick. On one side is a face-in-profile that shifts between laughing, grinning, frowning, crying, and various other expressions of anguish and mirth. Below this profile are a pair of crossed tree-branches, gnarled and knotted. Above the profile is an image of an open eye. The back of the coin is blank and smooth, but when examined by moonlight it reveals a gray-static skull with swords for teeth. Each is worth 1,000 Gold."
This Scheme's possessor may treat its Fame or Obscurity as 1 higher per each unique individual in the same battlespace is carrying the currency created through this Scheme, up to a max of the number of times this scheme has been completed Fame or Obscurity.
Discovery of the Century
Upon this scheme's completion, its completer gains 1 Obscurity.
This Scheme's possessor may always choose to count as having already acted during battle if Mystery element and with a Paradox value of at least 1.
Relics of a Lost People
Upon this scheme's completion, its completer gains 1 Obscurity.
If this Scheme's completer is Mystery element and possesses at least 1 Paradox, it may grant any item it has equipped the element Time as a non-stacking buff at the start of each round.
Weapons-
Collection of Manly Throwing-Bicycles- (Weapon, Deadly Item, Physical, 3,500,000 Gold) +3,500 Ranged Attack, Wielder is afflicted with Stat Boost: STR Boost at the start of each round, Wielder's attacks that incorporate wielder's Ranged Attack bonus count as involving a Vehicle
Computer with a Tongue- (Weapon, Toy, Hunger & Technology, 7,000,000 Gold) +7,000 Melee Attack, Deals HP and MP Drain
Dacchenburg Industries Cane Model III- (Weapon, Staff, Darkness & Magic, 50,000,000 Gold) +50,000 Magical Attack, +5,000 Melee Attack, 180% To Hit, 80% Critical, +40,500 SPI, +500,000 MP as a non-stacking bonus, 160% Critical against Humans, Wielder's actions that involve the casting of Psychic Arts, Binding, and Rune Magic spells gain 160% Critical
Dacchenburg Industries Sniper Rifle Model III- (Weaponx2, Gun, Darkness & Air, 50,000,000 Gold) +100,000 Ranged Attack, 180% To Hit, 80% Critical +40,500 AGI, 260% To Hit against Humans, 160% Critical against Humans, Wielder must be Level 40 or greater
Limerick Potato- (Weapon, Stone, Sonic & Whimsy & Earth, 30,000,000 Gold) +30,000 Ranged Attack, +30,000 Magical Attack, 50% inflicts Confusion: Overwhelmed by Laughter
Megaphone that Says 'WOW!'- (Weapon, Wand, Sonic & Air, 3,000,000 Gold) +3,000 Ranged Attack, 30% inflicts Impaired: Deaf, 60% inflicts Fatigued: Stun, Wielder's opponents are Immune to Fatigued: Elderly
Romantic Boats- (Weapon, Deadly Item, Water & Fire & Psychic, 30,000,000 Gold) +30,000 Melee Attack, 200% inflicts Charm, 200% inflicts Charm: Lust, 200% inflicts Charm: Got Shipped
Stapler that Just Can't- (Weapon, Tool, Null, 300 Gold) Wielder's 'Melee Attack' actions have a 100% chance of failing to link the stats of individuals
161 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
1 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Cardboard Golem Disguise- (Armor, Disguise, Earth & Physical, 17,000 Gold) +17 Defense, Wearer's subtype becomes Golem
Carp Costume- (Armor, Disguise, Water, 21,000 Gold) +10 Defense, Wearer’s subtype becomes Aquatic
5 Cheap Disguise- (Armor, Disguise, Earth, 100 Gold) +2 Defense, 5% that at start of battle wearer’s type becomes Human
Dacchenburg Industries Longcoat Model III- (Armor, Light Armor, Darkness & Psychic, 50,000,000 Gold) +50,000 Defense, Wielder gains +30,500 Magical Attack for purposes of actions that involve wielder casting Psychic Arts, Binding, and Rune Magic spells, Wielder must be Level 40 or greater
Goblin Tux- (Armor, Clothing, Earth, 1,500,000 Gold) +1,000 Defense, +1,000 to all stats, Wearer's non-summon, non-pet, non-PC allies gain +2,000 Defense as a non-stacking buff
Police Costume- (Armor, Disguise, Technology, 8,000 Gold) +5 Defense, +2 AGI, Summoned police officers and police department members gain +30 to all stats
Ravioli Disguise- (Armor, Disguise, Fire & Water, 80,000 Gold) +80 Defense, +80 Defense against Stat Damage, Wearer gains the subtype 'Food'
Robot Costume- (Armor, Disguise, Water, 30,000 Gold) +35 Defense, Wearer’s subtype becomes Robot
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Accessories-
*Book of Orindar- (Accessory, Tome, Darkness, 270,000 Gold) +280 Magical Attack, +420 SPI, 15% Darkness Resistance, User has a 5% chance of becoming Confused at the start of every turn and a 1% chance of becoming Insane at the start of each battle, Forbidden Magic spells cost 200 less MP to cast
*Invisible Bear King's Crown- (Accessory, Crown, Illusion & Nobility & Earth, 155,000,000 Gold) +155,000 to all stats, 120% Dodge if wearer is a Nobility & Illusion element Animal, Wearer's Animal allies gain +15,000 to all stats as a non-stacking bonus if no individual whose name includes 'King' and 'Bear' but does not include 'Not' is present
*Nole's Brain on Drugs- (Accessory, Bioaugmentation, Psychic & Acid, 100,000,000 Gold) Wielder's MIN is equal to the MIN of one of wielder's allies who is unique whose name includes 'Nole' if wielder possesses such an ally, Possessor is constantly afflicted with Confusion: High and is reafflicted with it whenever possessor is cured of it
A Cold, Bitter Heart- (Accessory, Bioagumentation, Darkness & Ice, 7,500,000 Gold) Wielder cannot be afflicted with positive status effects or Charm
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
5 Armband of Selflessness- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 50 or higher and that wearer’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
Bird that Laughs at Your Failure- (Accessory, Trinket, Air & Darkness & Psychic, 6,500,000 Gold) Whenever an individual in wielder's battlespaces misses, they obtain a debuff that stacks 200 times that provides -1 Fame, Wielder counts as wielding an additional Aerial pet and having an additional Aerial ally
Carp-Catching Gloves- (Accessory, Gloves, Physical & Water, 120,000 Gold) +20% To Hit against Aquatics, +120,000 Defense against Fish against sources below Level 40
Corkscrew of Fraudulent Desire- (Accessory, Trinket, Water & Magic, 475,000 Gold) Wielder's Drink consumables gain a 25% chance of inflicting Charm, Wielder's Drink consumables gain the ability to inflict a debuff that stores any one debuff in a buff slot of a target below Level 20, with this debuff effect being unable to target itself and not stacking, with buffs affected by this debuff remaining stuck in the assigned slots for 15 rounds after this debuff is removed (unless they themselves are also removed) unless this debuff was removed by a source above level 60, in which case said debuffs disappear immediately.
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Dacchenburg Industries Boots Model III- (Accessory, Boots, Darkness & Acid, 50,000,000 Gold) +50,000 Defense, +30,500 AGI, +30,500 CON, 300% Earth Resistance, 30% Acid Resistance, 30% Water Resistance, 30% Darkness Resistance, 30% Technology Resistance, 30% Air Resistance, 80% Resilience, 80% Dodge, Wielder must be Level 40 or greater
3 Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Magical Attack bonus cap becomes 2x the relevant stat
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Ranged Attack bonus cap becomes 2x the relevant stat
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
3 Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Liftable Squid- (Accessory, Trinket, Water & Physical, 6,000,000 Gold) +6,000 STR, Wielder gains +600 STR at the start of each round as a buff that stacks 30 times, This item counts as possessing the subtype Aquatic
Meteor-Stopping Pocketwatch- (Accessory, Trinket, Astral & Time, 65,000,000 Gold) Wielder gains Astral Magic Immunity against sources below Level 80
Photogenic Nuts- (Accessory, Bioaugmentation, Earth & Beauty, 2,000,000 Gold) Wielder's Charm and Charm: Impressed infliction chances are increased by 15% as a non-stacking effect, Possessor may choose for possessor's 'Ranged Attack' actions to count as involving a Food if possessor is a Plant
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Shoes that Prevent Rhinos from Putting You to Sleep- (Accessory, Shoes, Ari & Earth, 15,500 Gold) +5 Defense, Wearer gains Fatigued: Asleep and Fatigued: Drowsy Immunity against individuals whose name includes 'Rhino' or 'Rhinoceros'
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
The Skin Off My Back- (Accessory, Bioaugmentation, Life, 60,000,000 Gold) When an individual trades this item to another individual, said first individual may obtain a debuff that provides -X HP (with X being a max of 600,000) and giving its target a non-stacking buff that provides +X HP (with X being equal to the previous X)
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
Burrito- (Consumable, Food, Fire & Earth, 1 Charge, 200 Gold) Deals 50 Flat Fire element HP Healing, +1 STR
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
2 Mega Tuna- (Consumable, Food, Water, 1 Charge, 2,000 Gold) Heals 2,000 HP
Smax, the Breakfast that Smacks Back- (Consumable, Food, Physical, 20 Charges, 200,000 Gold) User may deal up to 2,000 Flat Physical element Damage to itself
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Items-
1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
100 Fire Mana Oil- (Item, Material, Fire, 5,000 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
Apologies from an Alien- (Item, Antiquity, Fire & Astral, 1,500,000 Gold)
Ave's Pelvis- (Item, Antiquity, Darkness, 60,000 Gold)
3 Brochure for Widetree of Noix- (Item, Antiquity, Earth, 400 Gold)
Computer Controlled by Licking Objects- (Item, Antiquity, Technology, 70,000 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
Jungle of the Oracle-Fruit- (Item, Property, Mystic & Water, 85,000,000 Gold)
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
11 Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Pocket Dimension: Pool of Highly-Alcoholic Clown Sweat- (Item, Property, Water & Physical, 60,000 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
Subliminally Pornographic Photo Album of Gazebos- (Item, Antiquity, Air & Psychic & Darkness, 500,000 Gold)
Tape of All the Stuff Carlos Ever Did, EVER- (Item, Antiquity, Time & Air & Psychic, 35,000 Gold)
Timeline in Which Bears are Samurais- (Item, Property, Time & War & Wonder & Earth, 45,000,000 Gold)
Spells-
22 Become Chonchon- (Spell, Dark Magic, Air & Darkness & Magic, 28,000 MP, 14,000,000 Gold) Caster transforms into a Chonchon if Level 36 or greater
Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Eternal Recall- (Spell, Divining, Psychic & Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not cause individuals to stop counting as having scanned their stats without caster's permission, Caster must be Level 40 or greater
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Jolly Jitterbug Jeopardy- (Spell, Anarchomancy, Air & Earth, 5,000 MP, 2,000,000 Gold) Target non-Insect individual who is below Level 60 obtains a debuff that does not stack that deals them 200,000 Flat Chaos element Damage each time they perform an action that does not involve an active ability whose name starts with 'J', Caster is afflicted with Invigorated: Zesty
Leech Agility- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 AGI from target and gives it to caster
Leech Constitution- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 CON from target and gives it to caster
Leech Mind- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 MIN from target and gives it to caster
Leech Spirit- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 SPI from target and gives it to caster
Leech Strength- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 STR from target and gives it to caster
Masterfully Timed Accusation- (Spell, Divining, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
Minor Channeling Reservoir Uplink- (Spell, Channeling, Magic, 90 MP, 80,000 Gold) For the remainder of the battle, caster may user the MP of target ally to pay the cost of Spells, to a max of 20,000 MP per action and per Spell, stacks 20 times across different targets and once per target
Nexite Diviner's Minor Revelation Bullet: Agility- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 AGI if target's AGI is between 1 and 100, +2 AGI if target's AGI is between 101 and 500, +3 AGI if target's AGI is between 501 and 1,000, +4 AGI if target's AGI is between 1,001 and 2,500, or +5 AGI if target's AGI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Constitution- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 CON if target's CON is between 1 and 100, +2 CON if target's CON is between 101 and 500, +3 CON if target's CON is between 501 and 1,000, +4 CON if target's CON is between 1,001 and 2,500, or +5 CON if target's CON is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Mind- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 MIN if target's MIN is between 1 and 100, +2 MIN if target's MIN is between 101 and 500, +3 MIN if target's MIN is between 501 and 1,000, +4 MIN if target's MIN is between 1,001 and 2,500, or +5 MIN if target's MIN is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Spirit- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 SPI if target's SPI is between 1 and 100, +2 SPI if target's SPI is between 101 and 500, +3 SPI if target's SPI is between 501 and 1,000, +4 SPI if target's SPI is between 1,001 and 2,500, or +5 SPI if target's SPI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Strength- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 STR if target's STR is between 1 and 100, +2 STR if target's STR is between 101 and 500, +3 STR if target's STR is between 501 and 1,000, +4 STR if target's STR is between 1,001 and 2,500, or +5 STR if target's STR is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Slap with Meat- (Spell, Combat Arts, Fire, 500 MP, 500,000 Gold) +500 Melee Attack, This action counts as involving a Food consumable that deals Damage
Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
Transfer HP- (Spell, Channeling, Magic, X MP, 20,000 Gold) Transfers from 1-5,000 HP from one allied target to another, costs 1 MP per 10 HP transferred
Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Pets-
Hipster Orca- (Pet, Aqutic, Water, Lv.23, 6,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Light Resistance, 90% Air Resistance, 90% Water Resistance, 50% Magic Resistance, 100% Darkness Weakness, Minor Status Effect Immunity, Moderate Status Effect Immunity
Prime Attribute- Strength or Spirit
Constant Effects-
Wears Glasses Without Lenses- Does nothing, Constant Effect
Fake Moustache- Possessor's actions may gain '5% inflicts Confusion', Constant Effect
Huge- Possessor gains +# HP, +# STR, and +# CON and may count as up to 5 individuals in its row for row-order purposes, Constant Effect
Abilities-
'Killer' Bite- # Damage, Caster may choose for this action to deal no Damage to gain 1 Irony Point, Physical or Darkness & Physical, 0 MP
Carry Expensive Bottled Saltwater (Despite Living in the Ocean)- # Damage, Heals, Caster gains 1 Irony Point, Water, # MP
Play Whalesong Tracks You've Never Heard Of- 50% inflicts Confusion on Aquatics, 1 hit against 500, Water, # MP
Maul- # Damage, 100% inflicts Wounded: Maimed, Physical, # MP
w/
Has Chronic Self-Esteem Issues When Not Near Roy- If possessor is not in the same battle as an individual whose name includes 'Roy', possessor is afflicted with Confusion: Depression at the start of each round, possessor obtains -500 to possessor's turn-order-determining stat sum for turn-order-determining purposes at the start of each round if possessor is afflicted with Confusion: Depression, possessor's name becomes 'Emo Orca', possessor is afflicted with Wounded: Bleeding at the start of every round whose number is a multiple of 5, and possessor dies if possessor's turn-order-determining stat sum reaches 0 for turn-order-determining purposes, Plot Curse
Mecha Nemicolopterus- (Pet, Robot, Technology, Lv.1, 100,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Robot Traits
Prime Attribute- Agility
Constant Effects-
Small- Possessor gains +# AGI, +#% Dodge, -# STR, -# CON, and -#% Resilience, Constant Effect
Robotic Avian Dinosaur- Possessor gains the subtypes Reptile and Aerial, Possessor's name counts as including 'Dinosaur', Constant Effect
Abilities-
Mini-Bite- # Damage, Physical or Technology, 0 MP
Heat Laser- # Damage, Fire or Fire & Technology or Fire & Energy, 0 MP
Tiny Double-Scratch- # Damage, 2 hits against 1, deals 1/2 Damage, 50% deals no Damage, # MP
One Soldier (Summoned)
Level 1
Construct, Physical
HP- 100
MP- 120
STR- 8
AGI- 15
CON- 9
MIN- 12
SPI- 6
XP- 0
XP Needed- 1,000
Defense- 10, 50% Poison Resistance, 30% Hexed Weakness
Prime Attribute- Strength
Abilities-
Spear Attack- 100 Damage, Physical, 0 MP
Transformations-
None
Permanant Consumables-
None
Artifacts-
None
Secret Forumlae-
Secret Formula- Dome Builder
Requires:
Bartender
Consumes:
2 Hops
1 Wheat
1 Barley
1 Beer Stein
2 Alcohol
1 Frothy Fluid
Produces:
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
Secret Formula- Icy Crawfish
Requires:
Bartender
Consumes:
500 Ice
15 Ice Mana Oil
1 Water Mana Oil
1 Crawfish Claw
Produces:
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Secret Formula- Crocodiles In Your Mind
Requires:
Bartender
Level 40
Consumes:
50 Strong Alcohol
20 Imaginary Alcohol
5 Imagination
5 Insanity (2)
50 Crocodile
Produces:
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
Secret Formula- Sunsphere Catapult
Point Value- 5
Requires:
Basic Siege Weapon Training
Eternal Champion OR Radiant Hierophant
Consumes:
30 Solar Flame
30 Siege Engine Parts
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Sunsphere Catapult- (Weaponx2, Siege Weapon, Light & Hope & Fire, 80,000,000 Gold) +160,000 Ranged Attack, 120% inflicts Impaired: Blind, Burning, Zealblasted, and Awestruck, Wielder's per-item Ranged Attack caps are doubled for purposes of this item, Caster's 'Ranged Overdrive' actions may create a Zone of Light
Secret Formula- Yesterday, Today, And Tomorrow
Requires:
Bartender
Level 40
Consumes:
5 Strong Alcohol
5 Time
1 Empty Glass
Produces:
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Secret Formula- War Without Porpoise
Requires:
Bartender
Level 20
Consumes:
500 Assorted Animals
1 Shrink Ray
50 Weapon Pile
5 Strong Alcohol
1 Empty Glass
1 Tangibly Distinct Lack of Porposises
Produces:
War Without Porpoise- (Consumable, Drink, Earth & Air & Water & Technology & Fire, 1 Charge, 15,000,000 Gold) 100% inflicts Poison: Drunk on non-Abstracts, Cures Poison: Drunk on Abstracts, +1,500 to all stats of Abstracts as a non-stacking buff
Secret Formula- Intense Watermelon
Requires:
Bartender
Level 20
Consumes:
50 Strong Alcohol
50 Watermelon
1 Large Glass
Produces:
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
Tasks-
Awards (Shared with identities)-
Clone of Roy
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 1 Improved Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 1 Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Greater Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Metamorph
Has Consumed 5 Improved Essence Sphere: Metamorph
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Spy
Has Consumed 4 Improved Essence Sphere: Spy
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Rune Mage
Has Consumed 5 Improved Essence Sphere: Rune Mage
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Improved Essence Sphere: Sage
Has Used 10 Manual of A Thousand Arts
Has Used 12 Grandmaster's Text
'Was Very, Very Briefly the Devourer of Arifacts'
Has Beaten 39 Bosses in Boss Rush Mode
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twefth Holy Imperial Challenge of Worth: Test of Choices
Touched by Death
Pulled the Lever in the World of Beginnings to Redirect the Temporal Train
Participated in the Quest 'Unwinnable No Longer
Had His Personal History Rewritten During An Attempt To Fix A Curse
Was at the Fishing Booth at Walrusfest
Trained Under Shannon and Carl in Bartending at the Holy Festival
Found a Burrito in a Sock
Avoided Eating the Suspicious Burrito
Under the Influence of a Worshipper Contract from Lili
Obtained the Treasure of Grandhall
Has Reached Round 21 in an Endurance Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Completed the Mini Quest 'Trial of Remembrance'
Can Both Understand and Speak Whale
Attended The Midnight Carnival (And Walked Away With Mysterious Prizes!) (Mod-Run World Award)
Defeated Sage Ruma from Noix in a Replica of the Halls of the Fallen in the Parallel Collesseum During the Holy Festival
Member of the Enigma Men
Founding Member of the Enigma Men
Cleverly Bested the Brazier of Supreme Opposition
Got an Untemplated Element Core
Assisted in Creating the Element Will
Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories
Possesses an Additional Identity Grabbed from Grabbyfest
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Indirectly Restructured the Ruins of Noix
Created Many Mysteries on Noix
May Have Breached the Unknown Ocean on Noix
May be Operating on the Unknown Continent on Noix
May be Enacting a Plan He Does Not Understand on Noix
May Possess an Uncontrolled Identity on Noix
Read the Book of Orindar
Gained An Additional Identity Through Mysterious Means During [UNIVERSAL EXISTENCE FAILURE]
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has 145 Base Stat Points
Level 39 Enigma Man
Human, Water
HP: 15,325
MP: 44,400
STR: 396 (10)
AGI: 620 (15)
CON: 613 (15)
MIN: 1,776 (40)
SPI: 2,240 (50)
SAN: 195 (5)
INF: 195 (5)
RES: 195 (5)
XP- 17,443,996 (Shared with identities)
XP Required- 820,000 | Scheme
Fame- 27 (Shared with identities)
Obscurity- 13 (Shared with identities)
Paradox- 1 (Shared with identities)
Gold- 949,805
Bonus Weeks: 44, 2 Wizard Bonus Weeks, 1 Temporal Primarch, +1 Illusionist, +1 Mind Lord, +2 Metamorph, +100 Spy, +100 Transmuter, +1000 Delver of the Forbidden
Will Learn:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Core Abilities: Enigmatic Stranger, Diviner, Transmuter, Spy, Warlock, Controller, Mentalist, Rune Mage, Illusionist, Channeler, Veilwalker and Wanderer
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
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Controller<>
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Diviner<>
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
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
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Can Spot Orkanith Grabbing Things- (Passive Ability, Diviner) Possessor gains +30% To Hit against individuals whose name includes 'Orkanith' and cannot have items stolen from them by PCs with said name
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
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
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
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 Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Passive Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Enigmatic Stranger<>
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
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
Mentalist<>
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Hypnotist (2)- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Rune Mage<>
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) Possessor's Damage-dealing Rune Magic spells deal an additional 250 points, Rune Magic spells cost possessor 30 less MP to cast, All of possessor's Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Spy<>
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Aerial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aerial and a Disguise equipped by possessor is changing possessor's subtype to Aerial
Basic Ability to Successfully Disguise Oneself as a Alien- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Alien and a Disguise equipped by possessor is changing possessor's subtype to Alien
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Animal- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Animal and a Disguise equipped by possessor is changing possessor's subtype to Animal
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Bio-Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Bio-Horror and a Disguise equipped by possessor is changing possessor's subtype to Bio-Horror
Basic Ability to Successfully Disguise Oneself as a Celestial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Celestial and a Disguise equipped by possessor is changing possessor's subtype to Celestial
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Basic Ability to Successfully Disguise Oneself as a Cthonian- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Cthonian and a Disguise equipped by possessor is changing possessor's subtype to Cthonian
Basic Ability to Successfully Disguise Oneself as a Daemon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Daemon and a Disguise equipped by possessor is changing possessor's subtype to Daemon
Basic Ability to Successfully Disguise Oneself as a Darkspawn- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Darkspawn and a Disguise equipped by possessor is changing possessor's subtype to Darkspawn
Basic Ability to Successfully Disguise Oneself as a Demon- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Demon and a Disguise equipped by possessor is changing possessor's subtype to Demon
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Basic Ability to Successfully Disguise Oneself as a Devil- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Devil and a Disguise equipped by possessor is changing possessor's subtype to Devil
Basic Ability to Successfully Disguise Oneself as a Elemental- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Elemental and a Disguise equipped by possessor is changing possessor's subtype to Elemental
Basic Ability to Successfully Disguise Oneself as a Fae- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Fae and a Disguise equipped by possessor is changing possessor's subtype to Fae
Basic Ability to Successfully Disguise Oneself as a Golem- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Golem and a Disguise equipped by possessor is changing possessor's subtype to Golem
Basic Ability to Successfully Disguise Oneself as a Horror- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Horror and a Disguise equipped by possessor is changing possessor's subtype to Horror
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Ability to Successfully Disguise Oneself as a Humanoid- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Humanoid and a Disguise equipped by possessor is changing possessor's subtype to Humanoid
Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Basic Ability to Successfully Disguise Oneself as a Insect- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Insect and a Disguise equipped by possessor is changing possessor's subtype to Insect
Basic Ability to Successfully Disguise Oneself as a Machine- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Machine and a Disguise equipped by possessor is changing possessor's subtype to Machine
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Plum Convincing When Imitating a Dog- (Passive Ability, Spy) Possessor, if in 'Form of Dog' Stance, loses possessor's name and has it replaced with 'Dog' and may choose to provide the scan results of an Enemy of Level 20 or lower whose name contains 'Dog' when scanned by an individual with lower MIN who is below Level 60
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
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
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Holder of Polymorphic Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Polymorph:' to this ability, and possessor's 'Polymorphic Body' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph III- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the Defense of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with Defense penalties from this ability being unable to reduce a stat to 0 or below
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
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' 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
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' 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
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' 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
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
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
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
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
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MPList:
Believes Plants Have Taken Root Inside Own Body And Is Constantly Trying To Tear Them Out- (Passive Ability, Curse) Possessor, if not a Plant, has a 15% chance of skipping each action, Each time that possessor skips an action due to this ability, possessor deals itself (possessor's STR * 2, to a max of 2,000,000) Flat Physical element Damage and inflicts Wounded: Bleeding on itself
Crazy Slowness- (Passive Ability, Curse) Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes if possessor is below Level 40, Possessor's turn-order-determining stat sum is reduced by 5% of its value (to a max of 5,000 points) for turn-order-determining purposes otherwise, Possessor's MIN is reduced by 200 and possessor has a 5% chance of being afflicted with Confusion at the start of every round if this ability causes possessor's turn-order-determining stat sum to be reduced by more than 500 points for turn-order-determining purposes
Curse of Crushing Despair- (Passive Ability, Curse) Possessor is afflicted with Confusion: Depression at the start of each round, Possessor obtains -500 to possessor's turn-order-determining stat sum for turn-order-determining purposes at the start of each round if possessor is afflicted with Confusion: Depression, Possessor dies if possessor's turn-order-determining stat sum reaches 0 for turn-order-determining purposes
Curse of the TV Head that Shoots Belligerent Geese Back at its Owner- (Passive Ability, Curse) Possessor obtains -25% To Hit, Possessor's opponents may choose to count possessor's subtype as being solely Abstract, Possessor's offensive 'Ranged Attack' actions gain a 75% chance of changing possessor to be their only target
Invisibility-Breaking Sparkle Dusting- (Passive Ability, Curse) Possessor may not obtain Dodge buffs from sources below Level 60, Individuals targeting possessor with offensive actions gain +15% To Hit for those actions
Mana Spark Curse 1- (Passive Ability, Curse) Possessor takes 1% Max AGI in AGI damage each turn, all of which can immediately be removed by one use of Moistening Agent, due to constantly drying, cracking skin
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock-Lord of Intemperence- (Passive Ability, Warlock) Possessor suffers no negative effects from being afflicted with Poison: Drunk, Possessor's chances of inflicting Poison: Drunk increase by 25%, Dark Magic spells cast by possessor may gain '30% inflicts Poison: Drunk' if they already inflict at least one minor negative status effect or at least one buff
Wanderer<>
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
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
Arcane Vizier:
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Magic.
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Magic- (Passive Ability, Arcane Vizier) Possessor may use the Technique 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Magic element.
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
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
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
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
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
Delver of the Forbidden:
Apprentice Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 250 less Damage to possessor and have a 5% less chance of inflicting minor negative status effects on possessor
Balks at the Warnings of Conventional Scholars- (Passive Ability, Delver of the Forbidden) Possessor gains +50 unmodified MIN, Possessor has a 5% chance of being afflicted with Confusion at the start of each round
Basic Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 10 less Damage to possessor and have a 1% less chance of inflicting minor negative status effects on possessor
Call Madness from the Depths (Minor)- (Passive Ability, Herald of Lunacy) At the start of each round, if possessor is in a Zone of Earth or the terrain or Phantom Terrain is Caverns, possessor may summon up to 5 Darkspawn below Level 10 from the Enemy List
Enlightenment Through Lunacy- (Passive Ability, Delver of the Forbidden) Possessor gains +500 MIN and +250 SPI while afflicted with Confusion
Forbidden Magic Casting I- (Passive Ability, Delver of the Forbidden) Forbidden Magic spells cost possessor 20 less MP to cast
Doombringer:
Magics of Devastation- (Passive Ability, Doombringer) Possessor gains +(500 * possessor Level) Magical Attack. Possessor's 'Magical Attack' and 'Overdrive' actions gain a 100% chance of inflicting any one minor status effect.
Driver:
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Car Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Racecar Driver- (Active Ability, Driver) Possessor may spend an action to give a Vehicle transformation that possessor is currently in a buff that gives +5,000 AGI, said transformation takes double damage from all attacks while under the effects of this buff, this ability does not stack
Elementalist
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Merchant:
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Knowledge of Logistics and Supply Chain Management- (Passive Ability, Merchant) Possessor's 'Trade' actions may not be countered by opponents below Level 20.
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Mind Lord:
Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic 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 Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ocean Prince:
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element damage dealt by possessor are increased by 50 points
Drinks In the Essence of Water- (Passive Ability, Ocean Prince) At the start of each round, if possessor is Water element, is Fire element, or is Level 40 or greater and desires such, possessor may apply a debuff of -1,000 to all stats of all Water element foes that stacks 5 times and causes possessor, while it is present in the same battle, to obtain +100 to all stats as an effect that stacks 5 times
Oracle of Lunacy:
Basic Madness Synchronization- (Passive Ability, Other: Oracle of Lunacy) Possessor gains +25 to all stats if possessor is Madness element
Paragon of Resolve:
Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense against Will
Apprentice Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +100 to all stats
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
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Basic Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +50 to all stats
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +10 to all stats
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Basic Zonal Acclimation of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 to all stats while in a Zone of Will
Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonusDetect Will- (Passive Ability, Paragon of Resolve) Possessor gains +1% To Hit against Will element targets
Elemental Attack-Conversion: Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Will element and no other technique is used. Said action becomes solely the element Will.
Elemental Invocation of Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Invocation of Will' in conjunction with an 'Elemental Attack' action so long as possessor is Will element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element Damage to up to 10 targets
Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Improved Affinity to Healing Via Will- (Passive Ability, Other: Paragon of Resolve) Whenever possessor obtains Will element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5,000 Defense against Will
Improved Defenses That Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +2,000 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Will- (Passive Ability, Other: Paragon of Resolve) Possessor's Will element allies gain +250 to all stats
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Improved Will 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
Nonsynchronous Elemental Attack-Conversion: Will- (Passive Ability, Other: Paragon of Resolve) Possessor may use the Technique 'Elemental Attack-Conversion: Will' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Will element.
Nourished By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Will
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
Predict the Flow of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5% Dodge against Will element individuals
Project Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Will
Prosperous Venting of Excess Will- (Passive Ability, Other: Paragon of Resolve) If possessor is Will element and performs an 'Elemental Attack' action that is solely Will element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Soothing Will Emanation- (Passive Ability, Other: Paragon of Resolve) Whenever possessor absorbs Damage that is Will element Damage, Possessor may choose to deal 10,000 Flat Will element HP Healing to up to 10 targets that are Will element
Stability Within Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains 25% minor negative status effect resistance while in a Zone of Will
Understanding of the Bonds of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Will element individual
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 Battle-Aura- (Stance Ability, Other: Paragon of Resolve) Possessor deals 10,000 Flat Will element Damage to each opponent at the start of each round
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
Scholar:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
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.
Seakeeper
Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense
Slayer
Knows the Secret Weaknesses of Dragons- (Passive Ability, Slayer) Possessor gains +25% Critical against Dragons and 10% Dragon Resistance
Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Other: Torment Master:
Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if Agony element
Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Wizard:
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Misc:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
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 Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Become Blood Upon Death- (Passive Ability, Other: Count of Blood) Possessor may choose to leave no corpse upon dying
Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Cat-Eating Samurai- (Passive Ability, Kensei) Possessor may regenerate 500,000 HP whenever possessor kills an Animal with an action that involves the casting of a Sword Arts spell
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Covert Speakeasy Operator- (Passive Ability, Thief) Possessor may trade one Drink item to any one ally at the start of each round, with said trade not able to be blocked by opposing sources below Level 40
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
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.
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
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
Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions pre-emptively countered by individuals below Level 10
~Hair Composed of Soft Serve Icecream- (Active/Passive Ability, Other: Smiling Drifter) Possessor may count as additionally being Ice element, Possessor may spend an action to deal (10,000 x possessor's Level) Flat Ice & Candy element HP Healing to one ally
Is Back with the Boogie- (Passive Ability, Dancer) Whenever possessor enters a battlespace that possessor was previously in during the same battle, possessor gains +5,000 AGI as a non-stacking buff that lasts 3 rounds
~Lay Sky Sapphires- (Active Ability, Skykeeper) Possessor may produce up to 8 Sky Sapphire Per Month by posting in the Shop thread
Man Hands- (Passive Ability, General) +50 Melee Attack, Possessor's Charm infliction chances are reduced by 5%
Master of Yodeling Hamsters- (Passive Ability, Beastmaster) Possessor's Animal pets and summons deal 500,000 additional Sonic Damage, to a max of 5,000,000 additional Damage per round across all such pets and summons
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Motorcycle Samurai- (Passive Ability, Kensei) Possessor gains +30% To Hit if possessor has a Vehicle transformation whose name includes 'Motorcyle' and a Sword both equipped
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Serve Drinks- (Active Ability, Chef) Possessor may spend an action to use two Drink consumables; they must share a single target and only affect said target.
Curses Addicted to Alcohol- (Passive Ability, Curse) Possessor's stats are reduced by 3% of their maximum values, to a minimum of 1, while possessor is not afflicted with Poison: Drunk
Bad At Using Turn Signals- (Passive Ability, Curse) Whenever possessor switches rows while in a Vehicle, possessor's allies have a 100% chance of being afflicted with Confusion: Berserk
Whoever cures this gets 1 Fame.
Chased By Deadly Icebergs- (Passive Ability, Curse) Possessor suffers 100,000 Flat Ice element Damage at the start of every round unless possessor is in a Zone of Fire, in which case said quantity of Damage is reduced to 2,000 points
Hellabad Vision- (Passive Ability, Curse) Possessor's attacks that target a single entity have a 50% chance of targeting a random other entity instead
Insensate, Numb Limbs- (Passive Ability, Curse) Possessor obtains -500 AGI and -35% Dodge, Possessor's sense of touch does not function as an RP effect
Totally Bananas- (Passive Ability, Curse) Possessor has a 20% chance of being afflicted with Insanity at the start of each round
Whips A Hurricane-Projecting Banana Out of Pants at the Most Inappropriate Times- (Passive Ability, Curse) Whenever possessor would inflict Charm on an enemy, said enemy, if not already afflicted with Charm, may choose to instead cancel said Charm infliction instance, cause one of possessor's equipped weapons to be unequipped, and to cause possessor to create and equip a Temporary Hurricane-Projecting Banana in its place (with said item still being created but not being equipped if it somehow could not be equipped)
Devout Worshipper of Lili Von Mion
Worshipper Restrictions
Rejection of the Upper Planes- Possessor cannot become any of the subtypes Angel, Deva, Celestial, or Holy One, and possessor loses all Worshipper Benefits if possessor is one of said subtypes, Worshipper Restriction
Rejection of Glyphs- Possessor cannot equip Glyphs, Possessor loses all Worshipper Benefits if possessor equips a Glyph, Worshipper Restriction
Rejection of Glyph Magic- Possessor cannot cast Glyph Magic spells, Possessor loses all Worshipper Benefits if possessor casts a Glyph Magic spell, Worshipper Restriction
Worshipper Benefits
Dance Puppets, Dance!- Possessor's Rune Magic summons gain +(20* Possessor Level) to all stats, Possessor may choose for individuals other than possessor who are afflicted with Charm with possessor as a source to gain +(20* Possessor Level) to all stats, Worshipper Benefit
Friend Shield- If possessor is Level 9 or greater, possessor's allies gain +100 Defense, Worshipper Benefit
Keeper of Precious Items- If possessor is Level 10 or greater, possessor's items may not be destroyed by individuals below Level 20, Worshipper Benefit
Create Binding Contracts- If possessor is Level 15 or greater, possessor's allies may, at the beginning of a thread, choose to obtain a buff that provides +250 to all stats; if they do, said buff turns into a debuff that cannot be removed by sources below Level 40 if they ever conduct a hostile action against possessor, with said debuff instead providing -250 to all stats
Bindings of Love- When possessor acquires this ability possessor chooses a single unique PC or pet that is known to exist, Other individuals who are not 20 or more Levels greater than possessor may not inflict Charm: Lovestruck on possessor, and possessor may not inflict Charm: Lovestruck on other individuals. (UNDECIDED)
Extra Runic Summons- If possessor is Level 20 or greater, possessor summon caps for Rune Magic summons are increased by 1 if they are already 5 or greater
Extra Rune Magic- If possessor is Level 25 or greater, possessor gains an additional Spell slot that may only be used to equip a Rune Magic spell and may not be converted into other types of slot
Elimination Calculations- If possessor is Level 29 or greater, possessor may change possessor's attacks to be solely any combination of base elements that their targets are weak to (with this alteration able to be different for each of their targets), with said alteration only being possible in regards to targets whose stats have been scanned by possessor
Completed Scheme Effects
Spreading Rumours
This Scheme's possessor's 'Investigating the Enigma Men' Count Cap is increased by 1.
When an individual would attempt to scan this Scheme's possessor, if said scanner is lower Level than this Scheme's possessor, this scheme's possessor may choose to have a 75% chance of instead placing a stacked instance of a debuff named 'Investigating the Enigma Men', which persists between threads if acquired in an RP thread, cannot be removed by sources below this Scheme's possessor's Level at the time of its infliction, and stacks up to a cap of its inflictior's 'Investigating the Enigma Men' Count Cap.
At the start of each round, this Scheme's possessor may choose to have a 30% chance of inflicting Confusion on any number of individuals who possess 1 or more stacked instance of the debuff 'Investigating the Enigma Men'.
Establishing a Currency
"The currency is a round coin, about the size of a half-dollar. It is the color of an oil-slick, always shifting and changing depending on the angle it's viewed from. It's about 3 mm thick. On one side is a face-in-profile that shifts between laughing, grinning, frowning, crying, and various other expressions of anguish and mirth. Below this profile are a pair of crossed tree-branches, gnarled and knotted. Above the profile is an image of an open eye. The back of the coin is blank and smooth, but when examined by moonlight it reveals a gray-static skull with swords for teeth. Each is worth 1,000 Gold."
This Scheme's possessor may treat its Fame or Obscurity as 1 higher per each unique individual in the same battlespace is carrying the currency created through this Scheme, up to a max of the number of times this scheme has been completed Fame or Obscurity.
Discovery of the Century
Upon this scheme's completion, its completer gains 1 Obscurity.
This Scheme's possessor may always choose to count as having already acted during battle if Mystery element and with a Paradox value of at least 1.
Relics of a Lost People
Upon this scheme's completion, its completer gains 1 Obscurity.
If this Scheme's completer is Mystery element and possesses at least 1 Paradox, it may grant any item it has equipped the element Time as a non-stacking buff at the start of each round.
Weapons-
Collection of Manly Throwing-Bicycles- (Weapon, Deadly Item, Physical, 3,500,000 Gold) +3,500 Ranged Attack, Wielder is afflicted with Stat Boost: STR Boost at the start of each round, Wielder's attacks that incorporate wielder's Ranged Attack bonus count as involving a Vehicle
Computer with a Tongue- (Weapon, Toy, Hunger & Technology, 7,000,000 Gold) +7,000 Melee Attack, Deals HP and MP Drain
Dacchenburg Industries Cane Model III- (Weapon, Staff, Darkness & Magic, 50,000,000 Gold) +50,000 Magical Attack, +5,000 Melee Attack, 180% To Hit, 80% Critical, +40,500 SPI, +500,000 MP as a non-stacking bonus, 160% Critical against Humans, Wielder's actions that involve the casting of Psychic Arts, Binding, and Rune Magic spells gain 160% Critical
Dacchenburg Industries Sniper Rifle Model III- (Weaponx2, Gun, Darkness & Air, 50,000,000 Gold) +100,000 Ranged Attack, 180% To Hit, 80% Critical +40,500 AGI, 260% To Hit against Humans, 160% Critical against Humans, Wielder must be Level 40 or greater
Limerick Potato- (Weapon, Stone, Sonic & Whimsy & Earth, 30,000,000 Gold) +30,000 Ranged Attack, +30,000 Magical Attack, 50% inflicts Confusion: Overwhelmed by Laughter
Megaphone that Says 'WOW!'- (Weapon, Wand, Sonic & Air, 3,000,000 Gold) +3,000 Ranged Attack, 30% inflicts Impaired: Deaf, 60% inflicts Fatigued: Stun, Wielder's opponents are Immune to Fatigued: Elderly
Romantic Boats- (Weapon, Deadly Item, Water & Fire & Psychic, 30,000,000 Gold) +30,000 Melee Attack, 200% inflicts Charm, 200% inflicts Charm: Lust, 200% inflicts Charm: Got Shipped
Stapler that Just Can't- (Weapon, Tool, Null, 300 Gold) Wielder's 'Melee Attack' actions have a 100% chance of failing to link the stats of individuals
161 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
1 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Cardboard Golem Disguise- (Armor, Disguise, Earth & Physical, 17,000 Gold) +17 Defense, Wearer's subtype becomes Golem
Carp Costume- (Armor, Disguise, Water, 21,000 Gold) +10 Defense, Wearer’s subtype becomes Aquatic
5 Cheap Disguise- (Armor, Disguise, Earth, 100 Gold) +2 Defense, 5% that at start of battle wearer’s type becomes Human
Dacchenburg Industries Longcoat Model III- (Armor, Light Armor, Darkness & Psychic, 50,000,000 Gold) +50,000 Defense, Wielder gains +30,500 Magical Attack for purposes of actions that involve wielder casting Psychic Arts, Binding, and Rune Magic spells, Wielder must be Level 40 or greater
Goblin Tux- (Armor, Clothing, Earth, 1,500,000 Gold) +1,000 Defense, +1,000 to all stats, Wearer's non-summon, non-pet, non-PC allies gain +2,000 Defense as a non-stacking buff
Police Costume- (Armor, Disguise, Technology, 8,000 Gold) +5 Defense, +2 AGI, Summoned police officers and police department members gain +30 to all stats
Ravioli Disguise- (Armor, Disguise, Fire & Water, 80,000 Gold) +80 Defense, +80 Defense against Stat Damage, Wearer gains the subtype 'Food'
Robot Costume- (Armor, Disguise, Water, 30,000 Gold) +35 Defense, Wearer’s subtype becomes Robot
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Accessories-
*Book of Orindar- (Accessory, Tome, Darkness, 270,000 Gold) +280 Magical Attack, +420 SPI, 15% Darkness Resistance, User has a 5% chance of becoming Confused at the start of every turn and a 1% chance of becoming Insane at the start of each battle, Forbidden Magic spells cost 200 less MP to cast
*Invisible Bear King's Crown- (Accessory, Crown, Illusion & Nobility & Earth, 155,000,000 Gold) +155,000 to all stats, 120% Dodge if wearer is a Nobility & Illusion element Animal, Wearer's Animal allies gain +15,000 to all stats as a non-stacking bonus if no individual whose name includes 'King' and 'Bear' but does not include 'Not' is present
*Nole's Brain on Drugs- (Accessory, Bioaugmentation, Psychic & Acid, 100,000,000 Gold) Wielder's MIN is equal to the MIN of one of wielder's allies who is unique whose name includes 'Nole' if wielder possesses such an ally, Possessor is constantly afflicted with Confusion: High and is reafflicted with it whenever possessor is cured of it
A Cold, Bitter Heart- (Accessory, Bioagumentation, Darkness & Ice, 7,500,000 Gold) Wielder cannot be afflicted with positive status effects or Charm
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
5 Armband of Selflessness- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 50 or higher and that wearer’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
Bird that Laughs at Your Failure- (Accessory, Trinket, Air & Darkness & Psychic, 6,500,000 Gold) Whenever an individual in wielder's battlespaces misses, they obtain a debuff that stacks 200 times that provides -1 Fame, Wielder counts as wielding an additional Aerial pet and having an additional Aerial ally
Carp-Catching Gloves- (Accessory, Gloves, Physical & Water, 120,000 Gold) +20% To Hit against Aquatics, +120,000 Defense against Fish against sources below Level 40
Corkscrew of Fraudulent Desire- (Accessory, Trinket, Water & Magic, 475,000 Gold) Wielder's Drink consumables gain a 25% chance of inflicting Charm, Wielder's Drink consumables gain the ability to inflict a debuff that stores any one debuff in a buff slot of a target below Level 20, with this debuff effect being unable to target itself and not stacking, with buffs affected by this debuff remaining stuck in the assigned slots for 15 rounds after this debuff is removed (unless they themselves are also removed) unless this debuff was removed by a source above level 60, in which case said debuffs disappear immediately.
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Dacchenburg Industries Boots Model III- (Accessory, Boots, Darkness & Acid, 50,000,000 Gold) +50,000 Defense, +30,500 AGI, +30,500 CON, 300% Earth Resistance, 30% Acid Resistance, 30% Water Resistance, 30% Darkness Resistance, 30% Technology Resistance, 30% Air Resistance, 80% Resilience, 80% Dodge, Wielder must be Level 40 or greater
3 Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Magical Attack bonus cap becomes 2x the relevant stat
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Ranged Attack bonus cap becomes 2x the relevant stat
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
3 Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Liftable Squid- (Accessory, Trinket, Water & Physical, 6,000,000 Gold) +6,000 STR, Wielder gains +600 STR at the start of each round as a buff that stacks 30 times, This item counts as possessing the subtype Aquatic
Meteor-Stopping Pocketwatch- (Accessory, Trinket, Astral & Time, 65,000,000 Gold) Wielder gains Astral Magic Immunity against sources below Level 80
Photogenic Nuts- (Accessory, Bioaugmentation, Earth & Beauty, 2,000,000 Gold) Wielder's Charm and Charm: Impressed infliction chances are increased by 15% as a non-stacking effect, Possessor may choose for possessor's 'Ranged Attack' actions to count as involving a Food if possessor is a Plant
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Shoes that Prevent Rhinos from Putting You to Sleep- (Accessory, Shoes, Ari & Earth, 15,500 Gold) +5 Defense, Wearer gains Fatigued: Asleep and Fatigued: Drowsy Immunity against individuals whose name includes 'Rhino' or 'Rhinoceros'
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
The Skin Off My Back- (Accessory, Bioaugmentation, Life, 60,000,000 Gold) When an individual trades this item to another individual, said first individual may obtain a debuff that provides -X HP (with X being a max of 600,000) and giving its target a non-stacking buff that provides +X HP (with X being equal to the previous X)
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
Burrito- (Consumable, Food, Fire & Earth, 1 Charge, 200 Gold) Deals 50 Flat Fire element HP Healing, +1 STR
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
2 Mega Tuna- (Consumable, Food, Water, 1 Charge, 2,000 Gold) Heals 2,000 HP
Smax, the Breakfast that Smacks Back- (Consumable, Food, Physical, 20 Charges, 200,000 Gold) User may deal up to 2,000 Flat Physical element Damage to itself
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Items-
1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
100 Fire Mana Oil- (Item, Material, Fire, 5,000 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
Apologies from an Alien- (Item, Antiquity, Fire & Astral, 1,500,000 Gold)
Ave's Pelvis- (Item, Antiquity, Darkness, 60,000 Gold)
3 Brochure for Widetree of Noix- (Item, Antiquity, Earth, 400 Gold)
Computer Controlled by Licking Objects- (Item, Antiquity, Technology, 70,000 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
Jungle of the Oracle-Fruit- (Item, Property, Mystic & Water, 85,000,000 Gold)
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
11 Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Pocket Dimension: Pool of Highly-Alcoholic Clown Sweat- (Item, Property, Water & Physical, 60,000 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
Subliminally Pornographic Photo Album of Gazebos- (Item, Antiquity, Air & Psychic & Darkness, 500,000 Gold)
Tape of All the Stuff Carlos Ever Did, EVER- (Item, Antiquity, Time & Air & Psychic, 35,000 Gold)
Timeline in Which Bears are Samurais- (Item, Property, Time & War & Wonder & Earth, 45,000,000 Gold)
Spells-
22 Become Chonchon- (Spell, Dark Magic, Air & Darkness & Magic, 28,000 MP, 14,000,000 Gold) Caster transforms into a Chonchon if Level 36 or greater
Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Eternal Recall- (Spell, Divining, Psychic & Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not cause individuals to stop counting as having scanned their stats without caster's permission, Caster must be Level 40 or greater
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Jolly Jitterbug Jeopardy- (Spell, Anarchomancy, Air & Earth, 5,000 MP, 2,000,000 Gold) Target non-Insect individual who is below Level 60 obtains a debuff that does not stack that deals them 200,000 Flat Chaos element Damage each time they perform an action that does not involve an active ability whose name starts with 'J', Caster is afflicted with Invigorated: Zesty
Leech Agility- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 AGI from target and gives it to caster
Leech Constitution- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 CON from target and gives it to caster
Leech Mind- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 MIN from target and gives it to caster
Leech Spirit- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 SPI from target and gives it to caster
Leech Strength- (Spell, Channeling, Magic, 50 MP, 60,000 Gold) Drains 5 STR from target and gives it to caster
Masterfully Timed Accusation- (Spell, Divining, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
Minor Channeling Reservoir Uplink- (Spell, Channeling, Magic, 90 MP, 80,000 Gold) For the remainder of the battle, caster may user the MP of target ally to pay the cost of Spells, to a max of 20,000 MP per action and per Spell, stacks 20 times across different targets and once per target
Nexite Diviner's Minor Revelation Bullet: Agility- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 AGI if target's AGI is between 1 and 100, +2 AGI if target's AGI is between 101 and 500, +3 AGI if target's AGI is between 501 and 1,000, +4 AGI if target's AGI is between 1,001 and 2,500, or +5 AGI if target's AGI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Constitution- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 CON if target's CON is between 1 and 100, +2 CON if target's CON is between 101 and 500, +3 CON if target's CON is between 501 and 1,000, +4 CON if target's CON is between 1,001 and 2,500, or +5 CON if target's CON is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Mind- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 MIN if target's MIN is between 1 and 100, +2 MIN if target's MIN is between 101 and 500, +3 MIN if target's MIN is between 501 and 1,000, +4 MIN if target's MIN is between 1,001 and 2,500, or +5 MIN if target's MIN is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Spirit- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 SPI if target's SPI is between 1 and 100, +2 SPI if target's SPI is between 101 and 500, +3 SPI if target's SPI is between 501 and 1,000, +4 SPI if target's SPI is between 1,001 and 2,500, or +5 SPI if target's SPI is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
Nexite Diviner's Minor Revelation Bullet: Strength- (Spell, Divining, Magic, 70 MP, 35,000 Gold) +15 Magical Attack, Caster gains +1 STR if target's STR is between 1 and 100, +2 STR if target's STR is between 101 and 500, +3 STR if target's STR is between 501 and 1,000, +4 STR if target's STR is between 1,001 and 2,500, or +5 STR if target's STR is between 2,501 and 5,000, does not stack, later castings of this spell replace earlier buffs that naturally come from this spell even if their values are lower than the earlier castings' values
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Slap with Meat- (Spell, Combat Arts, Fire, 500 MP, 500,000 Gold) +500 Melee Attack, This action counts as involving a Food consumable that deals Damage
Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
Transfer HP- (Spell, Channeling, Magic, X MP, 20,000 Gold) Transfers from 1-5,000 HP from one allied target to another, costs 1 MP per 10 HP transferred
Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Pets-
Hipster Orca- (Pet, Aqutic, Water, Lv.23, 6,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Light Resistance, 90% Air Resistance, 90% Water Resistance, 50% Magic Resistance, 100% Darkness Weakness, Minor Status Effect Immunity, Moderate Status Effect Immunity
Prime Attribute- Strength or Spirit
Constant Effects-
Wears Glasses Without Lenses- Does nothing, Constant Effect
Fake Moustache- Possessor's actions may gain '5% inflicts Confusion', Constant Effect
Huge- Possessor gains +# HP, +# STR, and +# CON and may count as up to 5 individuals in its row for row-order purposes, Constant Effect
Abilities-
'Killer' Bite- # Damage, Caster may choose for this action to deal no Damage to gain 1 Irony Point, Physical or Darkness & Physical, 0 MP
Carry Expensive Bottled Saltwater (Despite Living in the Ocean)- # Damage, Heals, Caster gains 1 Irony Point, Water, # MP
Play Whalesong Tracks You've Never Heard Of- 50% inflicts Confusion on Aquatics, 1 hit against 500, Water, # MP
Maul- # Damage, 100% inflicts Wounded: Maimed, Physical, # MP
w/
Has Chronic Self-Esteem Issues When Not Near Roy- If possessor is not in the same battle as an individual whose name includes 'Roy', possessor is afflicted with Confusion: Depression at the start of each round, possessor obtains -500 to possessor's turn-order-determining stat sum for turn-order-determining purposes at the start of each round if possessor is afflicted with Confusion: Depression, possessor's name becomes 'Emo Orca', possessor is afflicted with Wounded: Bleeding at the start of every round whose number is a multiple of 5, and possessor dies if possessor's turn-order-determining stat sum reaches 0 for turn-order-determining purposes, Plot Curse
Mecha Nemicolopterus- (Pet, Robot, Technology, Lv.1, 100,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Robot Traits
Prime Attribute- Agility
Constant Effects-
Small- Possessor gains +# AGI, +#% Dodge, -# STR, -# CON, and -#% Resilience, Constant Effect
Robotic Avian Dinosaur- Possessor gains the subtypes Reptile and Aerial, Possessor's name counts as including 'Dinosaur', Constant Effect
Abilities-
Mini-Bite- # Damage, Physical or Technology, 0 MP
Heat Laser- # Damage, Fire or Fire & Technology or Fire & Energy, 0 MP
Tiny Double-Scratch- # Damage, 2 hits against 1, deals 1/2 Damage, 50% deals no Damage, # MP
One Soldier (Summoned)
Level 1
Construct, Physical
HP- 100
MP- 120
STR- 8
AGI- 15
CON- 9
MIN- 12
SPI- 6
XP- 0
XP Needed- 1,000
Defense- 10, 50% Poison Resistance, 30% Hexed Weakness
Prime Attribute- Strength
Abilities-
Spear Attack- 100 Damage, Physical, 0 MP
Transformations-
None
Permanant Consumables-
None
Artifacts-
None
Secret Forumlae-
Secret Formula- Dome Builder
Requires:
Bartender
Consumes:
2 Hops
1 Wheat
1 Barley
1 Beer Stein
2 Alcohol
1 Frothy Fluid
Produces:
Dome Builder- (Consumable, Drink, Earth & Water, 1 Charge, 20,000 Gold) +200 CON, 30% inflicts Poison: Drunk, stacks 5 times
Secret Formula- Icy Crawfish
Requires:
Bartender
Consumes:
500 Ice
15 Ice Mana Oil
1 Water Mana Oil
1 Crawfish Claw
Produces:
Icy Crawfish- (Consumable, Drink, Ice, 1 Charge, 60,000 Gold) 20% inflicts Poison: Drunk, 40% inflicts Pain, Target cannot inflict Charm, lasts 5 rounds
Secret Formula- Crocodiles In Your Mind
Requires:
Bartender
Level 40
Consumes:
50 Strong Alcohol
20 Imaginary Alcohol
5 Imagination
5 Insanity (2)
50 Crocodile
Produces:
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack
Secret Formula- Sunsphere Catapult
Point Value- 5
Requires:
Basic Siege Weapon Training
Eternal Champion OR Radiant Hierophant
Consumes:
30 Solar Flame
30 Siege Engine Parts
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Sunsphere Catapult- (Weaponx2, Siege Weapon, Light & Hope & Fire, 80,000,000 Gold) +160,000 Ranged Attack, 120% inflicts Impaired: Blind, Burning, Zealblasted, and Awestruck, Wielder's per-item Ranged Attack caps are doubled for purposes of this item, Caster's 'Ranged Overdrive' actions may create a Zone of Light
Secret Formula- Yesterday, Today, And Tomorrow
Requires:
Bartender
Level 40
Consumes:
5 Strong Alcohol
5 Time
1 Empty Glass
Produces:
Yesterday, Today, And Tomorrow- (Consumable, Drink, Time, 1 Charge, 30,000,000 Gold) 100% inflicts Poison: Drunk, This consumable replicates the effect of the last non-unique Drink consumable that is worth under 40,000,000 Gold that has a chance of inflicting Poison: Drunk, When this consumable's target is next targetted by a Drink consumable worth under 40,000,000 Gold that is non-unique and has a chance of inflicting Poison: Drunk, this consumable replicates that consumable's effect
Secret Formula- War Without Porpoise
Requires:
Bartender
Level 20
Consumes:
500 Assorted Animals
1 Shrink Ray
50 Weapon Pile
5 Strong Alcohol
1 Empty Glass
1 Tangibly Distinct Lack of Porposises
Produces:
War Without Porpoise- (Consumable, Drink, Earth & Air & Water & Technology & Fire, 1 Charge, 15,000,000 Gold) 100% inflicts Poison: Drunk on non-Abstracts, Cures Poison: Drunk on Abstracts, +1,500 to all stats of Abstracts as a non-stacking buff
Secret Formula- Intense Watermelon
Requires:
Bartender
Level 20
Consumes:
50 Strong Alcohol
50 Watermelon
1 Large Glass
Produces:
Intense Watermelon- (Consumable, Drink, Water & Earth, 1 Charge, 500,000 Gold) 150% inflicts Poison: Drunk, +500 to all stats as a buff that stacks 4 times
Tasks-
Awards (Shared with identities)-
Clone of Roy
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 1 Improved Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 1 Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Greater Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Metamorph
Has Consumed 5 Improved Essence Sphere: Metamorph
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Spy
Has Consumed 4 Improved Essence Sphere: Spy
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Rune Mage
Has Consumed 5 Improved Essence Sphere: Rune Mage
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Improved Essence Sphere: Sage
Has Used 10 Manual of A Thousand Arts
Has Used 12 Grandmaster's Text
'Was Very, Very Briefly the Devourer of Arifacts'
Has Beaten 39 Bosses in Boss Rush Mode
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twefth Holy Imperial Challenge of Worth: Test of Choices
Touched by Death
Pulled the Lever in the World of Beginnings to Redirect the Temporal Train
Participated in the Quest 'Unwinnable No Longer
Had His Personal History Rewritten During An Attempt To Fix A Curse
Was at the Fishing Booth at Walrusfest
Trained Under Shannon and Carl in Bartending at the Holy Festival
Found a Burrito in a Sock
Avoided Eating the Suspicious Burrito
Under the Influence of a Worshipper Contract from Lili
Obtained the Treasure of Grandhall
Has Reached Round 21 in an Endurance Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Completed the Mini Quest 'Trial of Remembrance'
Can Both Understand and Speak Whale
Attended The Midnight Carnival (And Walked Away With Mysterious Prizes!) (Mod-Run World Award)
Defeated Sage Ruma from Noix in a Replica of the Halls of the Fallen in the Parallel Collesseum During the Holy Festival
Member of the Enigma Men
Founding Member of the Enigma Men
Cleverly Bested the Brazier of Supreme Opposition
Got an Untemplated Element Core
Assisted in Creating the Element Will
Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories
Possesses an Additional Identity Grabbed from Grabbyfest
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Indirectly Restructured the Ruins of Noix
Created Many Mysteries on Noix
May Have Breached the Unknown Ocean on Noix
May be Operating on the Unknown Continent on Noix
May be Enacting a Plan He Does Not Understand on Noix
May Possess an Uncontrolled Identity on Noix
Read the Book of Orindar
Gained An Additional Identity Through Mysterious Means During [UNIVERSAL EXISTENCE FAILURE]
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has 145 Base Stat Points