Zeo (JTL9000)
Level 59
Chosen, Energy
HP: 17,500
MP: 17,300
STR: 200 (3)
AGI: 1,938 (31)
CON: 700 (6)
MIN: 692 (10)
SPI: 590 (10)
XP- 101,874,472
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 31
Gold- 2,366,325,913
Bonus Weeks: 182, 3 Keeper of the Depths, 2 General, 1 Smith
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
Ranged Overdrive
Point Blank
Fortify Body
Blessing
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Possesses Extra Horse Force- (Passive Ability, Blessing) Possessor gains +500 HP
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Chef
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Baker's Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said targetGrillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Sous Chef- (Passive Ability, Chef) Food consumables used by possessor's allies who possess that buff any stat do so by an additional 10 points per charge as an effect that stacks 40 times per target across all consumable applications on said target
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Countess of Power
Absorb Energy- (Passive Ability, Countess of Power) Possessor Absorbs Energy against sources below Level 20 if Level 20 or greater
Adept Energy Synchronization- (Passive Ability, Countess of Power) Amounts of Energy element Damage possessor deals are increased by 10,000 points, Energy 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 Energy element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 5% Energy Resistance
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +100 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +500 to all stats while in a Zone of Energy
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Call Forth the Living Energy- (Active Ability, Countess of Power) Possessor may spend an action to summon 5 Elementals that are Energy element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Emanate Energy- (Passive Ability, Countess of Power) Whenever possessor absorbs Damage that is Energy element Damage, Possessor may choose to deal 10,000 Flat Energy element Damage to up to 10 targets
EmEnergyed By Energy- (Passive Ability, Countess of Power) If possessor is Energy 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 Energy
Energy Battle-Aura- (Stance Ability, Countess of Power) Possessor deals 10,000 Flat Energy element Damage to each opponent at the start of each round
Energy Body Form- (Stance Ability, Countess of Power) Possessor gains +200 Defense against Energy, Possessor gains 15% Energy Resistance, Possessor may deal 5,000 Flat Energy element Damage to any individual who conducts an offensive action that targets possessor
Energy Immunity- (Passive Ability, Countess of Power) Possessor gains Energy Immunity against sources below Level 20 if Level 20 or greater
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy 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 Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy
Improved Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +2,000 Defense if possessor has any Energy-element items equipped that provide a Defense bonus
Improved Energy Elemental Emanation- (Passive Ability, Countess of Power) Possessor's 'Call Forth the Living Energy' ability may summon entities up to Level 20
Improved Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 10% Energy Resistance
Improved Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +250 to all stats
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +1,000 to all stats while in a Zone of Energy
Improved Zonal Energy Empowerment- (Passive Ability, Countess of Power) Possessor gains +500 to all stats while in a Zone of Energy, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Energy
Meditative Assumption of Energy- (Passive Ability, Countess of Power) Possessor may choose, at the beginning of a thread, to become solely Energy element
Nourished By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Energy
Nourish Energy- (Passive Ability, Countess of Power) Whenever possessor deals HP or MP healing to an Energy element individual, possessor deals 300 additional points
Nullify Energy- (Passive Ability, Countess of Power) Possessor may remove the element Energy from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Energy-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Energy-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Energy from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Energy- (Passive Ability, Countess of Power) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Energy- (Passive Ability, Countess of Power) Possessor gains 5% Overwhelmed Resistance
Predict the Flow of Energy- (Passive Ability, Countess of Power) Possessor gains +5% Dodge against Energy element individuals
Reconsume Energy Elemental Spawn- (Passive Ability, Countess of Power) Possessor may, at the start of any round, unsummon one of possessor's Energy element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Energy- (Passive Ability, Countess of Power) Possessor Reflects Energy against sources below Level 20 if Level 20 or greater
Soothing Energy Emanation- (Passive Ability, Countess of Power) Whenever possessor absorbs Damage that is Energy element Damage, Possessor may choose to deal 10,000 Flat Energy element HP Healing to up to 10 targets that are Energy element
Uplifted By Energy- (Passive Ability, Countess of Power) If possessor is Energy element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Energy
Zonal Energy Control- (Passive Ability, Countess of Power) Possessor may, at the start of each round, choose one Zone of Energy 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
Danmaku
Adept Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 10,000 less MP to cast, Danmaku spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Danmaku Spells, and may not be converted into other types of slots by individuals below Level 100, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Bullet Maestro's Flight- (Stance Ability, Other: Bullet Maestro) Possessor always counts as being in the back row, but may only make Danmaku Attacks as offensive actions (making non-offensive actions normally). This stance may be used at the same time as Focused Danmaku Dodging without counting as a used stance for the number of stances that may be used at once.
Coordinated Danmaku Duo Training- (Passive / Active Ability, Other: Bullet Maestro) Possessor may use an action to allow target to cast possessor's Danmaku spells as part of target's next Danmaku Attack, Target may not borrow Danmaku spells from any other sources for said action should target cast any of possessor's Danmaku spells. +100 to all stats if possessor has at least 1 allies with the ability Coordinated Danmaku Duo Training.
Danmaku Casting I- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 20 less MP to cast
Danmaku Casting II- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 200 less MP to cast
Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Death Bomb (Weird Variant A)- (Passive Ability, Other: Bullet Maestro) Has RP effects in certain circumstances
Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100- (the number of levels the source of said attack is above possessor))%.
Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Improved Danmaku Support Value- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Support Value becomes 10
Mystic Danmaku- (Passive Ability, Other: Bullet Maestro) Possessor may, at a point before any action or at the start or end of any round or at any point at which possessor is able to select a spell to cast as part of something, choose to change any Ranged Attack bonus provided by Danmaku spells cast by or equipped by possessor to an equal Magical Attack bonus
Non-Lethal Danmaku- (Active Ability, Other: Bullet Maestro) Possessor may choose to cause any of possessor's actions involving Danmaku spells to be unable to reduce targets below 1 HP, MP, STR, AGI, CON, SPI, or MIN. Possessor may choose to have any of possessor's Danmaku spells lose the ability to inflict status effects for the duration of one casting at the time of said casting.
Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100- (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Synchonized Danmaku Trio Style- (Passive / Active Ability, Other: Bullet Maestro) Possessor may use an action to allow target to cast possessor's Danmaku spells as part of target's next Danmaku Attack, Target may not borrow Danmaku spells more than one other source for said action should target cast any of possessor's Danmaku spells. +500 to all stats if possessor has at least 2 allies with the ability Synchonized Danmaku Trio Style.
Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Chosen
Basic Chosen One Knowledge- (Passive Ability, Chosen One) Possessor's artifact aspect pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor's Chosen allies gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor gains +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats if possessor is a Chosen
Commander
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Diviner
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (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
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
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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Friendship
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Whenever possessor heals an individual named 'Alrick Slizer' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of Prince Charming- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Prince Charming 'val Charmingston XXVIII', Whenever possessor heals an individual named 'Prince Charming 'val Charmingston XXVIII' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Prince Charming 'val Charmingston XXVIII'
Gunner
Accurate Aim- (Passive Ability, Gunner) Possessor gains +5% To Hit, to a max of 200%
Accurate Gun Use- (Passive Ability, Gunner) Possessor gains +1% To Hit when a Gun is equipped
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged 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 Gun
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Bio-Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Charged Bullet- (Technique Ability, Gunner) Possessor may use 'Charged Bullet' in conjunction with a 'Ranged Attack', 'Point Blank', or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, gains '20% inflicts Paralyzed', and becomes solely Electrical element.
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Cluster Shot- (Technique Ability, Gunner) Possessor may use 'Cluster Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +300 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Code Shot- (Technique Ability, Gunner) Possessor may use 'Code Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Technology element.
Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Cunning Aim- (Passive Ability, Gunner) Once per battle, possessor may choose for an attack that possessor performs to ignore To Hit reductions from debuffs present on possessor.
Dangerous Gun Use- (Passive Ability, Gunner) Possessor gains +1% Critical when a Gun is equipped
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 equipped
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Gun Wielding III- (Passive Ability, Gunner) Possessor gains +200 to all stats when a Gun is equipped and +200 Ranged Attack when a Gun is equipped
Hard to Disarm With a Gun- (Passive Ability, Gunner) Individuals below Level 20 may not unequip or steal possessor's equipped Guns without possessor's permission
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Long Gunner's Stance- (Stance Ability, Gunner) +50 Ranged Attack when a Gun is equipped and possessor is in the back row
Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Monster-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Ooze-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Oozes and gains +5% To Hit against Oozes.
Pulse Shot- (Technique Ability, Gunner) Possessor may use 'Pulse Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Energy element.
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Robot-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Wind-Up Shot- (Technique Ability, Gunner) Possessor may use 'Wind-Up Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.
Zero Shot- (Technique Ability, Gunner) Possessor may use 'Zero Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +500 Ranged Attack, becomes solely Technology element, and gains '30% inflicts Overload'.
Gunslinger
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Heir to the Future
Absorb Technology- (Passive Ability, Heir to the Future) Possessor Absorbs Technology against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 5% Technology Resistance
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +500 to all stats while in a Zone of Technology
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Call Forth the Living Technology- (Active Ability, Heir To The Future) Possessor may spend an action to summon 5 Elementals that are Technology element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Emanate Technology- (Passive Ability, Heir To The Future) Whenever possessor absorbs Damage that is Technology element Damage, Possessor may choose to deal 10,000 Flat Technology element Damage to up to 10 targets
Empowered By Technology- (Passive Ability, Heir to the Future) If possessor is Technology 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 Technology
Greater Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 25,000 points
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Improved Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +2,000 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Improved Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 10% Technology Resistance
Improved Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +250 to all stats
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +1,000 to all stats while in a Zone of Technology
Meditative Assumption of Technology- (Passive Ability, Heir to the Future) Possessor may choose, at the beginning of a thread, to become solely Technology element
Nourished By Technology- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Technology
Partial Channeling of the Wrath of Technology- (Passive Ability, Heir to the Future) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter
Partially Unfettered by the Bonds of Technology- (Passive Ability, Heir to the Future) Possessor gains 5% Antimatter Resistance
Reflect Technology- (Passive Ability, Heir to the Future) Possessor Reflects Technology against sources below Level 20 if Level 20 or greater
Technology Immunity- (Passive Ability, Heir to the Future) Possessor gains Technology Immunity against sources below Level 20 if Level 20 or greater
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Uplifted By Technology- (Passive Ability, Heir to the Future) If possessor is Technology element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Technology
Zonal Technology Control- (Passive Ability, Heir to the Future) Possessor may, at the start of each round, choose one Zone of Technology 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
Reality Coder
Advanced Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 60% Charm Resistance
Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Coded Being- (Passive Ability, Other: Reality Coder) Possessor may, at the beginning of a thread, choose to become the subtype Coded Being
Basic Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 20% Charm Resistance
Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Coded Being Calling I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +20 to all stats
Coded Being Calling II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +200 HP
Coded Being Calling III- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +500 MP
Coded Being Calling IV- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +2,000 HP and +4,000 MP
Coded Being Calling V- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons may not be unsummoned by sources below Level 5
Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 40% Charm Resistance
Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Coded Being Traits- (Passive Ability, Other: Reality Coder) If Possessor is a Coded Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Pain, Confusion (Exception- Confusion: System Overload), Impaired, Poison, and Diseased (Exception- Diseased: Computer Virus). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Defensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +50 Defense
Defensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +250 Defense
Formshift: Coded Being- (Stance Ability, Other: Reality Coder) Possessor's subtype becomes Coded Being
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Offensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 500 points
Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Speed-Focused Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Scientist
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Focused Hypertech Casting- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Hypertech
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scholar
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Smith
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Summoner
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Misc
Agile Speed- (Passive Ability, Monk) Possessor's turn-order-determining stat becomes Agility
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month [July]
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Weapons-
12 Bean Man Mage Knight's Shield- (Weapon, Shield, Magic & Physical & Earth, 12,500,000 Gold) +12,000 Melee Attack, +12,500 Magical Attack, +12,500 Defense, +12,500 CON, +12,000 SPI, 30% Magic Resistance, 30% Physical Resistance, 30% Earth Resistance, 90% Manablasted Resistance, +125,000 HP as a non-stacking bonus, +125,000 MP as a non-stacking bonus, 80% Resilience, Wielder must be Level 20 or greater
12 Bean Man Mage Knight's Sword- (Weapon, Sword, Magic & Physical, 8,500,000 Gold) +8,500 Melee Attack, +8,500 Magical Attack, +8,500 STR, +8,500 SPI, +85,000 MP as a non-stacking bonus, Wielder's 'Melee Attack', 'Magical Attack', 'Melee Overdrive', and 'Overdrive' actions deal 85,000 additional Damage as a bonus that stacks 2 times
57 Bean Man Magus's Staff- (Weapon, Staff, Magic & Earth, 8,500,000 Gold) +8,000 Melee Attack, +8,500 Magical Attack, +8,500 MIN, +8,500 SPI, +85,000 MP as a non-stacking bonus, 30% Magic Resistance, Wielder gains +8,500 additional Magical Attack as an uncapped, non-stacking bonus if wielder is a Plant
Codebreaker Rifle- (Weapon, Gun, Technology, 60,000,000 Gold) +60,000 Ranged Attack, +60,000 AGI, +60,000 MIN, May optionally deal no Damage to Coded Beings, Wielder ignores the Immunities and Resistances of Coded Beings of lower Level who are below Level 60, Inflicts Instant Death or Charm on Coded Beings below Level 60, Wielder must be Level 20 or greater
6 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
*Graphma's Cyber-Lance- (Weapon, Gun, Technology, 77,700 Gold) +140 Melee Attack, +60 Ranged Attack if wielder possesses at least 5 Lancer abilities, 15% inflicts Paralysis on Coded Beings, Deals 150% damage to Coded Beings, to a max of 2,100,000 additional damage
2 Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself, May only be equipped by individuals above Level 19
Horse Force- (Weapon, Force, Earth & Physical, 5,000,000 Gold) +5,000 Melee Attack, +5,000 STR, +5,000 CON, +50,000 HP, Poison: Drunk Immunity, Stat Drain: STR Drain Immunity, Wielder may choose to have STR or CON be wielder's HP Determining Stat at the start of a thread
35 Mage Gourd Staff- (Weapon, Staff, Magic & Earth, 4,500,000 Gold) +3,000 Melee Attack, +4,500 Magical Attack, +4,500 MIN, +4,000 SPI, +45,000 MP as a bonus that stacks 2 times, Wielder's 'Cast a Spell' actions may gain the element Magic
Modified Rizzmun Ray that Repelled the Silver Men- (Weapon, Gun, Technology & Energy & Hope, 140,000,000 Gold) +140,000 Ranged Attack, +140,000 AGI, +140,000 SPI, +35% Critical against Robots, 80% inflicts Overload, 60% inflicts Antimatter: Vaporized, 60% inflicts Antimatter: Inverse Status Field, Wielder must be Level 20 or greater and must have the ability 'Gunner', 'Warrior', 'Gunslinger', 'Inventor', or 'Engineer'
Pantheon-Class Linkup Cannons- (Weaponx2, Gun, Magic & Light & Air, 725,000,000 Gold) +14,000 Ranged Attack, +2,000 additional Ranged Attack per Deity that wielder counts as a Devout Worshipper of, to a max of 40 Deities, +4,000 to each stat per Deity that wielder counts as a Devout Worshipper of, to a max of 40 Deities, Wielder's Divine Magic and Gunslinging spells cost 2,000 less MP per Deity that wielder counts as a Devout Worshipper of, to a max of 40 Deities, At the beginning of each thread, wielder may choose up to one base element per Deity that wielder counts as a Devout Worshipper of, with this item being able to change any of wielder's actions to be solely any one of said chosen elements
5 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
3 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
9 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
7 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
4 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
Trow of Potence- (Weapon, Tool, Earth & Magic & Technology, 40,000,000 Gold) +40,000 Melee Attack, +40,000 Magical Attack, +400,000 MP as a non-stacking bonus, Wielder's Plant pets and summons gain +40,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Twin Fast-Tracking Hambelstern Drone Cannons- (Weaponx2, Gun, Technology, 7,300,875 Gold) +15,830 Ranged Attack, +15,890 AGI, +15,570 MIN, +10,000 MP, 20% Technology Resistance, 20% Electrical Resistance, Pierces 7,000 Defense, 150% To Hit, 1 hit against 2
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Twin Pistols- (Weaponx2, Gun, Technology & Air, 45,000 Gold) +25 Ranged Attack, 1 hit against 2
Armor-
Ghost Ninja Tactician's Armor- (Armor, Light Armor, Darkness & Air, 317,000 Gold) +297 Defense, +355 MIN, +202 SPI, +6,000 MP, Provides 28% Dodge and changes wearer's turn-order-determining stat to Mind if wearer has at least 1 Ninjutsu spell equipped and no spells that are not Ninjutsu, Geomancy, Elemental Magic, or Divination equipped
2 Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
11 Imperial Armor of Avandos- (Armor, Heavy Armor, Air & Water, 12,000 Gold) +23 Defense
Imperial Shirt - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Pants is also equipped
Imperial Pants - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Shirt is also equipped
Legendary FPS Hero's Respawn-Enabled Gun-Coat- (Armor, Light Armor, Technology & Physical, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Humans, Aliens, Demons, Undead, Robots, and Machines, +60,000 Ranged Attack, +60,000 AGI, +60,000 CON, +600,000 HP as a non-stacking bonus, +2,500 to wearer's Turn-Order-Determining Stats, 65% Critical, 65% Resilience, 165% To Hit, 65% Dodge, 20% Energy Resistance, 20% Technology Resistance, 40% Physical Resistance, 30% Poison Resistance, 30% Fatigued Resistance, Wearer may exchange up to 2 Consumable slots for Accessory slots that may only hold Ammo items, Wearer may, at the beginning or end of any action choose to equip and / or unequip any number of Ammo items, Wearer's Ammo items that only affect a certain number of actions before either losing their text or ceasing to perform a given effect may, while equipped, last an additional 5 actions so long as the number of actions that they may affect is at least 2 already, Wearer ignores the need to perform Reload actions on Gun or Ammo items that lose abilities or become less effective if not Reloaded after certain conditions are fulfilled, Wearer is resurrected at the start of each round if killed by a source below Level 60, Wearer is immune to individuals below Level 20, Wearer ignores Defense-piercing from sources below Level 40, Wearer must be at least Level 35 and must be a Coded Being or possess the ability 'Gunner'
Mentalist's Longcoat- (Armor, Light Armor, Psychic, 420,000 Gold) +400 Defense, +375 MIN, +60 Magical Attack for Psychic Power spells, Psychic Power attacks that deal damage may also deal an additional 40 MIN damage on top of either normal or stat damage
Thunder Pants- (Armor, Clothing, Electrical, 75,000 Gold) +99 Defense, 18% Electrical Resistance, Wielder gains +150 Melee Attack if no weapons are equipped and deals an additional 3,000 Electrical damage on hit
9 Work Overalls- (Armor, Clothing, Earth, 800 Gold) +14 Defense, +5 additional Defense if a Tool is equipped
Accessories-
Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
57 Bean Man Magus's Cloak- (Accessory, Cloak, Magic & Earth, 8,000,000 Gold) +8,000 Magical Attack, +8,000 MIN, +8,000 SPI, +80,000 MP as a non-stacking bonus, +80,000 additional MP if wearer is a Plant
Bio-Agent's Anticipatory Occular Implants- (Accessory, Bioaugmentation, Technology & Psychic, 216,000 Gold) +210 Ranged Attack, +210 AGI, 120% To Hit, 20% Dodge
Box of Edible Danmaku- (Accessory, Container, Earth & Water & Light & Magic, 700,000 Gold) Wielder's Danmaku Attacks may gain 'Heals HP'
*Claire Stethenfield's Nexus PD Badge- (Accessory, Broach, Light, 4,000 Gold) +3 to all stats, Possessor may skip a turn to summon a Corrupt Nexus PD Officer, max 15 summoned
Daccehenburg Industries Gloves- (Accessory, Gloves, Darkness & Technology, 50,000 Gold) +400 Defense, +400 to all stats, +350 Magical Attack for Psychic Arts, Technomancy, and Rune Magic spells
Code-Seer's Sunglasses (Upgraded Functionary's-Lens-Including Variant)- (Accessory, Eyewear, Technology & Electrical, 155,000,000 Gold) +155,000 Ranged Attack, 140% Critical against Coded Beings, Wearer is considered to be 1 Level higher for stat-scanning purposes (as an effect that does not stack and cannot bypass 'Immune to below Level X' effects), Poison Immunity, Wearer may scan the stats of up to 30 targets at the start of every round, Detects political allegiance and what portal an individual last passed through as RP effects
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Dacchenburg Industries Boots- (Accessory, Boots, Darkness & Acid, 50,000 Gold) +800 Defense, +350 AGI, +350 CON, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 15% Resilience, 15% Dodge
Data-Reconstruction Cloak- (Accessory, Cloak, Technology, 27,000,000 Gold) +26,000 AGI, +26,000 MIN, +29,000 Defense against Technology, The first time per thread that wearer, if wearer is a Coded Being, is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Flat Technology element HP Healing and MP Healing, Wielder must be Level 20 or greater
Drought Mug- (Accessory, Trinket, Fire & Earth, 55,000,000 Gold) Individuals below Level 80 may not create Zones of Water in the same battlespace that this item is present in, even if it is unequipped
Energization Master's Shoes- (Accessory, Shoes, Energy, 30,000,000 Gold) +300,000 MP if wielder is Energy element
2 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
Hand of the Evergunsman- (Accessory, Bioaugmentation, Fate, 135,000,000 Gold) +135,000 Ranged Attack, +130,000 AGI, 70% Critical, Wielder's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wielder must be Level 40 or greater
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
4 Imperial Cloak of Avandos- (Accessory, Cloak, Air & Water, 12,000 Gold) +5 to all stats
35 Mage Gourd's Hat- (Accessory, Hat, Magic, Magic, 4,500,000 Gold) +3,000 Defense, +4,500 Magical Attack, +4,500 MIN, +4,000 SPI, +45,000 MP as a bonus that stacks 2 times, Wielder's 'Cast a Spell' actions may gain the element Magic
Medallion of Hope- (Accessory, Amulet, Light, 35,000 Gold) 45% Fear Resistance, 45% Depression Resistance
4 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
Silent Inquisitor's Mask- (Accessory, Mask, Darkness & Air, 80,000,000 Gold) +80,000 Defense, Impaired Immunity, Poison Immunity, Suffocation Immunity, Wearer, if below Level 100 and both below Level 80 and not a Demon, cannot cast spells or be the source of buffs
Solar Band- (Accessory, Ring, Light, 20,000,000 Gold) +15,000 to all stats, 30% Light Resistance
151 Starfish-Shaped Eyepatch- (Accessory, Eyewear, Air, 19,000 Gold) Wearer's Ranged Attack actions gain 160% To Hit, +15 Ranged Attack with Guns
106 Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
Tophat that Fires Reality-Ripping Chainsaw Blades at Rapid Speeds- (Accessory, Hat, Spatial & Destruction & Void & Aether, 71,000,000 Gold) +71,000 Ranged Attack, 170% To Hit, Targets of wielder's 'Ranged Attack' actions who possess below 30,000 AGI may not Dodge said actions, Summons targeted by wielder's offensive 'Ranged Attack' actions that are below Level 60 are unsummoned, Buffs from sources below Level 60 that are possessed by targets of wielder's 'Ranged Attack' actions are removed, Wielder counts as having a Deadly Item equipped, Wielder must be Level 20 or greater
2 Vampiric Dentures (Full Vampire Power Version)- (Accessory, Upgrade, Darkness & Physical, 15,000,000 Gold) +15,000 Melee Attack, Deals HP Drain
5 War Telescope- (Accessory, Trinket, Air & War, 455,000 Gold) +450 Ranged Attack, 130% To Hit
*Zeo's Bill from Doctor Toad- (Accessory, Quest Item, Technology & Air, 40,000,000 Gold) +40,000 MIN, Healer Magic spells cost wielder 500,000 less Gold to cast
Ammo Collection-
*Brightsteel Memory-Capsule-Bullets Containing Memories of the Holy Garden: Wonder Crafted by Gashmarr Brangranner- (Accessory, Ammo, Light, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 AGI, +50,000 MIN, +50,000 SPI, May heal Celestials or individuals with the ability 'Celestial Sun Protection', 100% inflicts Charm, 60% inflicts Awestruck, 60% inflicts Mindblasted on non-Light-element targets, Wielder's 'Ranged Attack' actions may use Mind or Spirit as their Prime Attribute
Acid Capsule Bullets- (Accessory, Ammo, Acid, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Acid damage, User must have a Gun equipped to receive this item's benefits
Blot Bullets- (Accessory, Ammo, Darkness, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Darkness damage, User must have a Gun equipped to receive this item's benefits
Blustery Bullets- (Accessory, Ammo, Air, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Air damage, User must have a Gun equipped to receive this item's benefits
Diamond Drilling Piercer Bullets- (Accessory, Ammo, Physical & Earth, 125,000 Gold) +105 Ranged Attack, Wielder's Ranged Attacks may deal solely Physical element or Solely Earth element damage, Wielder's attacks involving bonuses from Guns ignore 550 Defense as an effect that does not stack across multiple copies of this item, Wielder must have a Gun equipped to receive this item's benefits
Enchanted Bullets- (Accessory, Ammo, Magic, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Magic damage, User must have a Gun equipped to receive this item's benefits
Explosive Bullets- (Accessory, Ammo, Fire, 25,000 Gold) +30 Ranged Attack, Ranged attacks do 60 additional Fire damage, Ranged attacks have a 2% chance of hitting 2 additional targets if they hit under 10 targets or 1 extra target if they hit exactly 10 targets, User must have a Gun equipped to receive this item's benefits
4 Extra Bullet- (Accessory, Ammo, Technology & Light, 70,000 Gold) Possessor's Guns, active Gunslinger abilities, and Gunslinging spells that have at least 5 hits against at least 1 target, gain 1 hit against each target that they would have at least 5 hits against not counting this item, does not stack
Frigid Bullets- (Accessory, Ammo, Ice, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Ice damage, User must have a Gun equipped to receive this item's benefits
Glacial Bullets- (Accessory, Ammo, Ice, 120,000 Gold) +90 Ranged Attack, Ranged attacks have a 5% chance of inflicting Frozen, User must have a Gun equipped to receive this item's benefits
Greater Grass-Cutter Bullets- (Accessory, Ammo, Technology & Physical, 5,000,000 Gold) +5,000 Ranged Attack, Wielder deals 500,000 additional Damage to Plants below Level 80, Wielder gains 60% Critical against Plants, Wielder must have a Gun equipped to benefit from this item
Greater Life-Essence Bullets- (Accessory, Ammo, Life, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions Heal, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
High Caliber Bullets- (Accessory, Ammo, Physical, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Physical damage, User must have a Gun equipped to receive this item's benefits
Holy Hunter's Bullets- (Accessory, Ammo, Light, 105,000 Gold) +100 Ranged Attack, +350 additional Ranged Attack against Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters, 12% Critical against against Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters, 111% To Hit against against Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters, Pierces 500 Defense of Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters, 10% inflicts Awestruck on Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters, reduces regeration and self-healing caused by Constant Effects possessed by against Undead, Demons, Devils, Daemons, Darkspawn, and Shapeshifters by 400 HP and MP per round, to a minimum of 0, stacks 5 times
Hyperspace Bullets- (Accessory, Ammo, Astral & Spatial, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions deal full Damage to targets below Level 60 in the back row, Wielder's 'Ranged Attack' actions may become solely Astral & Spatial element, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
Incendiary Bullets- (Accessory, Ammo, Fire, 30,000 Gold) Ranged attacks have a 5% chance of inflicting Burning, User must have a Gun equipped to receive this item's benefits
Lesser Starcore Bullets- (Accessory, Ammo, Astral, 36,000,000 Gold) +36,000 Ranged Attack, wielder's 'Ranged Attack' actions may become solely Astral element, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
Magic-Ripper Bullets- (Accessory, Ammo, Magic, 15,000,000 Gold) Wielder's 'Ranged Attack' and 'Point Blank' actions deal MP Damage to targets below Level 60 if wielder has a Gun equipped
3 Manticore Spines- (Accessory, Ammo, Physical & Darkness & Acid, 6,500,000 Gold) +6,750 Ranged Attack, 30% inflicts Poison, 30% inflicts Poison: Numbing Agent, 30% inflicts Poison: Atrophying Toxin, 30% inflicts Pain, 30% inflicts Pain: Wracked
Mental Bullets- (Accessory, Ammo, Psychic, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Psychic damage, User must have a Gun equipped to receive this item's benefits
Muranite Bullets- (Accessory, Upgrade, Technology, 41,000 Gold) Wiedler's attacks involving a Gun that deal under 100,000 damage but still deal damage deal an additional 1,000 damage, Wielder's Attacks involving a Gun obtain 110% To Hit
Orahalcum Drain-Fang Bullets- (Accessory, Ammo, Earth, 108,700,000 Gold) +109,500 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions deal HP Drain, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, This item provides no benefits if wielder does not have a Gun equipped, Wielder must be at least Level 40
Origin-Dancer Bullets- (Accessory, Ammo, Universe, 200,000,000 Gold) +200,000 Ranged Attack, +200,000 AGI, 200% To Hit, 5% inflicts Smitten, Wielder must have a Gun equipped to obtain this item's benefits, Wielder's Ranged Attack actions may inflict Vanished on targets below Level 20, Wielder must be Level 20 or greater
Pouch of Spiritual Bullets- (Accessory, Ammo, Light, 65,000 Gold) +200 Ranged Attack if wielder has over 2,000 SPI and a Gun equipped
Radiant, Life-Giving, Novaburst, Phoenix-Tracer Bullets- (Accessory, Ammo, Fire & Light & Hope, 130,000,000 Gold) +130,000 Ranged Attack, Heals, Wielder's 'Ranged Attack' actions may resurrect their targets that were killed by sources below Level 80, Whenever one of wielder's 'Ranged Attack' actions resurrects a target, all of said target's allies are dealt 1,300,000 Flat Fire & Light & Hope element HP healing (to a max of 20 times per round), This item provides no benefit unless a Gun is equipped by its wielder, Wielder must be Level 40 or greater
Rainbow Bullets- (Accessory, Ammo, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electrical & Acid & Energy & Ice, 140,000 Gold) +140 Ranged Attack, Wielder's Ranged Attack actions deal damage that is solely one Base Element, Wielder must have a Gun equipped to receive this item's benefits
Rare Error Bullets- (Accessory, Ammo, Technology & Chaos, 36,000,000 Gold) Wielder's 'Ranged Attack' actions gain a 1% chance of gaining 'Inflicts all minor and moderate negative status effects' on Coded Beings, Machine, Robots, Clockworks, Vehicles, Vessels, and Mechs, Wielder must be Level 20 or greater or possess both the ability 'Anarchomancer' and the ability 'Reality Coder', Wielder must have a Gun equipped to benefit from this item
Sand Diamond Bullets- (Accessory, Ammo, Earth, 36,000,000 Gold) +36,000 Ranged Attack, +18,000 CON, 140% To Hit, 20% Earth Resistance, Wielder must have a Gun equipped to obtain benefits from this item
Shining Bullets- (Accessory, Ammo, Light, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Light damage, User must have a Gun equipped to receive this item's benefits
Slowing Ice Bullets- (Accessory, Ammo, Ice, 250,000 Gold) +250 Ranged Attack, 25 AGI Damage, 5% inflicts Impaired: Slow, Wielder's Ranged Attack actions become solely Ice element, Wielder must have a Gun equipped to receive this item’s benefits
Soulcatcher Bullets- (Accessory, Ammo, Darkness, 36,000,000 Gold) +36,000 Ranged Attack, Individuals killed by wielder may not be resurrected by sources below Level 60 while wielder is alive, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
Syphoning Bullets- (Accessory, Ammo, Technology, 4,980,000 Gold) +5,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions deal Drain to targets below Level 40, User must have a Gun equipped to receive this item’s benefits
Synthetic Bullets- (Accessory, Ammo, Technology, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Technology damage, User must have a Gun equipped to receive this item's benefits
Tasty Candy Ammo- (Accessory, Ammo, Earth & Air & Hope, 600,000 Gold) +600 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions gain 'Heals' and count as including an additional Food consumable
Temporal Bullets- (Accessory, Ammo, Time, 5,000,000 Gold) +5,000 Ranged Attack, Wielder's 'Ranged Attack' actions may become solely Time element, Wielder must have a Gun equipped to receive this item's benefits
Tengu's Magic Bullets- (Accessory, Ammo, Magic & Technology, 6,000,000 Gold) +6,000 Ranged Attack, 150% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60, Wielder must have a Gun equipped for this item to take effect
Thousandcolor Bullets- (Accessory, Ammo, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions may become solely any combination of base elements, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
Thunderous Bullets- (Accessory, Ammo, Electrical, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Electrical damage, User must have a Gun equipped to receive this item's benefits
Truesilver Bullets- (Accessory, Ammo, Magic & Light, 2,900,000 Gold) Wielder gains +5,500 Ranged Attack against Shapeshifters, Wielder's actions that involve wielder's Ranged Attack bonus gain 52% Critical against Shapeshifters, This item's elements do not get counted for purposes of enemy Shapeshifters below level 60's Resistances or Immunities
Timecore Bullets- (Accessory, Ammo, Time, 36,000,000 Gold) +36,000 Ranged Attack, 3,600 AGI Damage, 100% inflicts Fatigued: Elderly, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
Vampire-Tracer Bullets- (Accessory, Ammo, Darkness & Magic, 13,557,350 Gold) +4,500 Ranged Attack, Wielder's Ranged Attack actions inflict HP Drain
Voidcry Bullets- (Accessory, Ammo, Void & Sonic, 190,000,000 Gold) +190,000 Ranged Attack, 190% inflicts Impaired: Deaf, 110% inflicts Voidstruck, Wielder ignores the Darkness Resistance, Immunity, Absorption, and Reflection of individuals below Level 80, this item provides no benefit if its wielder does not have a Gun eqipped, Wielder must be Level 40 or greater
Consumables-
15 Great Bluevine Magebean- (Consumable, Food, Magic, 1 Charge, 31,100,000 Gold) Target obtains +310,000 MP and +31,000 Magical Attack as a buff that stacks 5 times
Lightbulb of Thunder Spheres- (Consumable, Lethal Item, Electrical, Unlimited Charges, 41,000 Gold) Does 600 Electrical Damage, 3% Can be activated 3 times in 1 turn
2 Thunder Prism- (Consumable, Gem, Electrical, 1 Charge, 24,000 Gold) Does 4,900 Flat Electrical damage to 5 targets
Items-
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
Automatic Underwear-Folder- (Item, Antiquity, Technology, 7,000 Gold)
3 Dead Man's Hand- (Item, Antiquity, Darkness, 200 Gold)
3 Diamond- (Item, Material, Earth & Light, 60,000 Gold)
Diamond-River Diamond- (Item, Material, Water & Light, 36,000,000 Gold)
700 Disc 21 Token- (Item, Currency, Air & Fire, 200 Gold)
Disco Horse's Agent's Business Card- (Item, Antiquity, Air & Light, 65,000 Gold)
Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Electranine- (Item, Material, Electrical, 74,000 Gold)
Electric Razor- (Item, Antiquity, Technology, 1,600 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
Lesser Psionic Oni Blood- (Item, Material, Psychic, 97,000 Gold)
3 Moving Shadows- (Item, Antiquity, Darkness, 45,000 Gold)
62 Mud- (Antiquity, Material, Earth, 20 Gold)
5 Mystic Key- (Item, Key, Magic, 45,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
2 Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
Pocket Dimension: Mountain of Wax Upon Which Glue Rains- (Item, Property, Physical & Air & Fire, 35,000,000 Gold)
5 Pure-White Burial Shroud- (Item, Antiquity, Light & Darkness, 9,000 Gold)
5 ~Quillion's Bladed Feather- (Item, Bound Antiquity, Physical, 36,000 Gold)
~Quillion Skystrain Egg- (Item, Bound Antiquity, Physical & Electrical, 262,000 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
5 Shadowstuff- (Item, Material, Darkness, 5,000 Gold)
10 Small Diamond- (Item, Material, Earth & Light, 5,000 Gold)
4 Spooky Substance- (Item, Material, Darkness, 500 Gold)
Square Mile of Morphic Shadow on a Random World- (Item, Property, Darkness, 220,000 Gold)
2 Ticket to the Dance Battle Between Disco Horse and the Bishop of Bling- (Item, Antiquity, Air & Light, 15,500 Gold)
6 Time- (Item, Material, Time, 5,000,000 Gold)
Spells-
Acid Bullets- (Spell, Wizard Spell, Acid, 200 MP, 138,000 Gold) +130 Magic Attack, 5% inflicts Dissolving, 1 hit against 3, deals 1/2 damage
Burning-Moon-Danmaku- (Spell, Other: Danmaku, 31 MP, Fire & Earth, 260,000,000 Gold) +260,000 Ranged Attack, 150% inflicts Burning, 150% inflicts Fatigued: Stun, This action gains '10 hits against 1' against targets who possess an ability or Constant Effect named 'Supermassive' or 'Hypermassive', with said hits not allowing said action to hit such targets more than 12 times. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
Circular Orange Danmaku- (Spell, Other: Danmaku, 30 MP, Earth, 31,000 Gold) +35 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
Danmaku Pattern: Highly Repetitive Danmaku- (Spell, Other: Danmaku, 140 MP, Air, 70,000 Gold) +1 Ranged Attack, Should caster's next action be identical to this action, then caster's next action gains -20% To Hit (as an effect that stacks up 50 times for sequential re-use of this effect) but costs 0 MP. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
Hallowed Emblem Danmaku- (Spell, Other: Danmaku, Light & Glory, 2,000,000 MP, 200,000,000 Gold) +200,000 Ranged Attack, 100% inflicts Awestruck, 100% may inflict Zealblasted, 120% Critical against Demons, Devils, and Insects, 220% To Hit against Demons, Devils, and Insects. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5. Caster must be Level 40 or greater and must possess the abilities 'Bullet Maestro' and 'Priest'.
I Am the Strongest!- (Spell, Leadership, Light & Darkness, 500 MP, 60,000 Gold) Caster's stats are doubled (to a max of adding 10,000 points to each stat) if caster is at least double the level of all opponents
Oblong Green Danmaku- (Spell, Other: Danmaku, 29 MP, Acid, 22,000 Gold) +25 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 Polymorph: War Crab- (Spell, Transmutation, Water, (Target's Max HP, Counting Buffs) MP, 270,000 Gold) Target becomes a War Crab, Does not work on unique targets, Does not work on targets above Level 10, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Aquatics if caster does not have the ability Transmuter, Caster must be Level 10 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
Pure Rainbow Danmaku- (Spell, Other: Danmaku, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 10,000 MP, 5,000,000 Gold) +5,000 Ranged Attack, Actions this spell is cast as part of become solely every Base Element if any Base Elements exist. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
Small, Slow-Moving White Danmaku - (Spell, Other: Danmaku, 20 MP, Ice, 21,000 Gold) +10 Ranged Attack, Provides an additional +200 Ranged Attack if at least 4 other Danmaku spells are involved in this action. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
Spread Fire Danmaku- (Spell, Other: Danmaku, 200 MP, Psychic, 300,000 Gold) +5 Ranged Attack, 1 hit against 30, deals 1/5 damage. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 Transmutative Augmentation: Augmented Constitution- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 CON, stacks 5 times
Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
2 Transmutative Augmentation: Augmented Strength- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 STR, stacks 5 times
Transmutative Augmentation: Disease-Cleansing Body- (Spell, Transmutation, Magic, 400 MP, 91,000 Gold) Target gains 30% Disease Resistance and target's natural chance of recovering from Disease increases to 50% per round, does not stack
Transmute Form: Body of Magesteel- (Spell, Transmutation, 990 MP, Magic, 370,000 Gold) Target gains +350 Defense, overrides other Transmute Form spells, does not stack
Transmute Form: Body of Steel- (Spell, Transmutation, 210 MP, Magic, 60,000 Gold) Target gains +350 Defense, Electrical attacks that hit target also hit two of target's allies, overrides other Transmute Form spells, does not stack
Transmute Form: Body of Wood- (Spell, Transmutation, 80 MP, Magic, 40,000 Gold) Target gains +210 Defense, Target gains 150% Fire Weakness, overrides other Transmute Form spells, does not stack
Triangular Yellow Danmaku- (Spell, Other: Danmaku, 30 MP, Electrical, 15,000 Gold) +25 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
65 Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
87 Trick Shot: Ricochet Bullet- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, 1 hit against X, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
Pets-
"Morpheous"
Beta-Type Gun Fluxoid- (Pet, Shapeshifter, Magic, Lv.3, 95,000 Gold)
HP- 2,100
MP- 2,100
STR- 90
AGI- 140
CON- 92
MIN- 81
SPI- 83
XP- 1,500
XP Needed- 2,500
Minimum Level- 2
Defense- 120, +120 against Physical
Defense against Stat Damage- 2
Critical Chance- 3%
Resilience- 1%
To Hit- 101%
Dodge- 2%
Resistances and Immunities- 150% Psychic Weakness
Prime Attribute- Agility or Spirit
Constant Effects-
Form of Gun- This pet may instead be equipped in a weapon slot where it provides +170 Ranged Attack and is a Gun, Constant Effect
Highly Transmutable- This pet retains XP when placed in a combo provided that the combo result also possesses this constant effect, Constant Effect
Unusually Agile- Possessor Gains +100 AGI
Abilities-
Masterful Shot- 190 Damage, Physical, 0 MP
Distort- 20 Damage to any stat, Magic, 30 MP
Aim- Caster gains +20% To Hit against target, does not stack either in relation to different targets or the same target, Air, 80 MP
w/ Physically Unable to Expel Bodily Waste- Has RP Effects Sometimes, Detrimental Effect
Superior-Model Nonlethal Robo-Sheriff- (Pet, Robot, Technology, Lv.25, 18,277,000 Gold)
HP- 225,000
MP- 225,000
STR- 3,500
AGI- 3,500
CON- 3,500
MIN- 3,500
SPI- 3,500
XP- 0
XP Needed- 220,000 (Standard Multiplier x1)
Minimum Level- 25
Defense- 3,000
Defense against Stat Damage- 200
Critical Chance- 30%
Resilience- 28%
To Hit- 138%
Dodge- 30%
Resistances and Immunities- 50% Technology Resistance, 50% Light Resistance, 50% Darkness Resistance, Entombed Immunity, Fatigued Immunity, Pain Immunity, Fear Immunity, Impaired Immunity, Poison Immunity, Diseased Immunity (except Diseased: Computer Virus)
Prime Attribute- Agility
Constant Effects-
Nonlethal- Damage with possessor as a source may not reduce the HP, MP, or stats of individuals below 1, Constant Effect
Knockout Specialization- Whenever a constant effect named 'Nonlethal' that is possessed by possessor stops possessor from reducing the HP, MP, or stats of an individual below 1, possessor may choose to inflict Fatigued: Knocked Out on said individual, Constant Effect
Honor- When possessor would be caused by a source below Level 60 to conduct an offensive action against possessor's controller, possessor conducts said action against possessor instead, with said action failing if such cannot occur, Constant Effect
Expert Shot- Possessor gains +20% To Hit, Constant Effect
Trick Shooting- Possessor's offensive actions may gain 80% inflicts Charm: Impressed, Constant Effect
Never Misses- Possessor gains +20% To Hit, possessor's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targeting individuals below Level 60, Constant Effect
Swift Movement- Possessor gains +15% Dodge and +1,500 AGI, Constant Effect
Abilities-
Morphic Arm-Guns- 9,000 Damage, pierces 9,000 Defense, 20% gains '2 hits against 1', Technology or Earth & Air or Earth & Technology or Air & Physical, 0 MP
Robo-Hand- 8,000 Damage, 100% may inflict Fatigued: Stun, Physical, 0 MP
Extending Arrest-Arm- 110% inflicts Entombed: Incarcerated, Technology, 3,000 MP
Guns! Lots of Guns!- 6,000 Damage, 1 hit against 20, Technology, 6,000 MP
Engage Superior Targeting Systems- Caster gains +50% To Hit, does not stack, Technology, 35,000 MP
Scan Eye- Scans target's stats, Technology or Technology & Electrical, 15,000 MP
Burst Fire- 8,000 Damage, this action gains -90% To Hit, 1 hit against 300, Technology, 15,000 MP
Radiance Burst Bullets- 9,000 Damage, 100% may inflict Awestruck, with instances of Awestruck inflicted by this action being unable to reduce the HP of individuals below 1, deals 3/4 Damage, 1 hit against 300, Light & Energy & Technology, 75,000 MP
Assist- Target gains +1,300 to all stats, does not stack, Air & Light, 20,000 MP
Transformations-
None
Permanant Consumables-
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
Artifacts-
Energy Chosen Regalia (Level 8, 572,712,500 XP, 262,500 XP Required, Standard Multiplier x15)
Energy Chosen- (Passive Ability Aspect- Energy Chosen Regalia, Chosen One) +2,100 Defense against Energy, 30% Energy Resistance, Possessor's Damage-dealing attacks deal 500 additional damage to Ice-element targets
Energy Chosen Robes- (Armor Aspect- Energy Chosen Regalia, Robe, Energy & Universe, X Gold) +1,980 Magical Attack, +1,150 Defense, +995 Defense Against Energy, 30% Energy Resistance, +9% Dodge, +957 SPI, +702 MIN, +320 STR, +456 AGI, +390 CON, +10% Critical, +9% Resilience, +9% to Hit
Crown of the Energy Chosen- (Accessory Aspect- Energy Chosen Regalia, Crown, Energy & Universe, X Gold) +1,950 Ranged Attack, +750 Defense, +950 Defense Against Energy, 30% Energy Resistance, +8,000 HP, +170 to all stats, +6,650 MP, 7% Critical with 'Magical Attack' actions, 9% Dodge against Energy element attacks, 70% Fatigued Resistance, 30% Impaired Resistance
Energetic Bolt- (Spell Aspect- Energy Chosen Regalia, Force Magic, 0 MP, Energy, X Gold) +1,160 Magical Attack, +1,160 Ranged Attack, this spell provides +125 additional Magical Attack and Ranged Attack against Ice-element targets, 45% Inflicts Overloard, 30% Inflicts Confusion
*Constant Energy-Dynamo Sparkfield- (Pet Aspect- Energy Chosen Regalia, Elemental, Energy, Level 59, X Gold)
HP- 4,900,000
MP- 4,900,000
STR- 31,000
AGI- 31,000
CON- 33,000
MIN- 33,000
SPI- 42,000
XP- X
XP Needed- Level tied to Energy Chosen Regalia (Standard Multiplier x2 for power level)
Minimum Level- 1
Defense- 25,000
Defense against Stat Damage- 2,900
Critical Chance- 64%
Resilience- 64%
To Hit- 166%
Dodge- 66%
Resistances and Immunities- Absorbs Energy, Poison Immunity, Poison: Drunk Immunity, Stat Drain Immunity, Confusion Immunity, Impaired Immunity, Pain Immunity, Insanity: Mad Dancing Immunity, Fatigued Immunity, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Everspark- Possessor's allies, including possessor, regenerate 500,000 HP and 500,000 MP at the start of every round, Constant Effect
Abilities-
Energy Emission- 76,000 Damage, May Heal, May cure Fatigued, May cure Paralyzed, 50% may cure instaces of Petrified from sources below Level 80, Energy, 0 MP
Neon Rain- 50,000 Damage, 200% may inflict Overload, this action may gain any combination of base elements excluding Ice, this action may cause any combination of its targets to regenerate 600,000 MP, 1 Hit against 18,000,000, Energy, 0 MP
Energy Bolt- 80,000 Damage, 200% may inflict Overload, Energy, 0 MP
Everpulse Link- Caster's controller regenerates 600,000 HP and 600,000 MP and is cured of Paralyzed, Frozen, and Fatigued at the start of each round until caster is killed, Does not stack, Energy, 5,000 MP
Overload Sphere- 300% inflicts Overload, 1 hit against 30,000,000, Energy, 1,000 MP
Overload Syphon- Cures Overload, Caster regenerates 490,000 MP for each status effect this action cures, 1 hit against 30,000,000, Energy, 100 MP
Energy Screen- Target obtains 60% Ice Resistance and 60% Energy Resistance, Energy, 12,000 MP
Energy Inversion- Target pays the HP costs of its spells and abilities in MP and pays the MP costs of its spells and abilities in HP, Energy, 200,000 MP
Glorious Overcrash: Infinipower- Caster's allies each obtain a non-stacking buff that lasts until the end of the round that provides +71,064,250 MP and that causes Energy element actions and spells to cost its possessor half their normal MP cost, Energy, 1 MP, Reduces caster's MP to 0 for remainder of thread
Indexed Abilities-
Neon Glow- Targets obtain a buff that causes its possessor's presence to count as the presence of a Zone of Energy, 1 hit against 20,000, Energy, 5,000 MP (Indexed at Level 20)
Overwhelming Hum- 450 MIN Damage, 200% inflicts Impaired: Deaf, 1 hit against 20,000, Energy, 15,000 MP (Indexed at Level 20)
Flash- -40% To Hit, 200% inflicts Impaired: Blind, 1 hit against 200,000, does not stack, Energy, 20,000 MP (Indexed at Level 40)
Self-Reformatting Energy-Reconvergence- Caster is cured of all debuffs and negative status effects from sources below Level 60, Caster regenerates 300,000 HP and 300,000 MP, 30,000 MP (Indexed at Level 40)
Energy Chosen Regalia (Level 59, 0 XP, # XP Required, Standard Multiplier x15 (Raised to bypass Level 60 cap, check artifact levelup value thread for info))
*Energy Chosen- (Passive Ability Aspect- Energy Chosen Regalia, Chosen One) +86,500 Defense against Energy, 60% Energy Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Ice-element targets, Possessor (Absorbs Energy, Reflects Energy, and possesses Energy Immunity) against sources below Level 40, Possessor gains the element Energy, Possessor gains 2 additional Countess of Power bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Energy element
*Energy Chosen Robes- (Armor Aspect- Energy Chosen Regalia, Robe, Energy & Universe, X Gold) +86,500 Magical Attack, +86,500 Defense, +86,500 Defense Against Energy, +86,500 to all stats, 60% Energy Resistance, +27% Dodge, +27% Resilience, +27% to Hit, +27% Critical, Overload Immunity, 100% Paralyzed Resistance, Wearer is Immune to sources below Level 20
*Crown of the Energy Chosen- (Accessory Aspect- Energy Chosen Regalia, Crown, Energy & Universe, X Gold) +86,500 Ranged Attack, +86,500 Defense, +86,500 Defense Against Energy, +86,500 to all stats, +865,000 HP as a non-stacking bonus, +865,000 MP as a non-stacking bonus, 60% Energy Resistance, Wielder's 'Magical Attack' actions gain '118% Critical', Wielder gains 118% Dodge against Energy element attacks, 150% Fatigued Resistance, 150% Impaired Resistance, Entities below Level 60 may not inflict Energy element debuffs on wielder, Wielder gains an additional action each round if wielder is an Energy element Chosne, Wielder is Immune to sources below Level 20
*Energetic Bolt- (Spell Aspect- Energy Chosen Regalia, Force Magic, 0 MP, Energy, X Gold) +86,500 Magical Attack, +86,500 Ranged Attack, this spell provides an additional +86,500 Magical Attack and Ranged Attack against Ice-element targets that is uncapped, 218% Inflicts Overloard, 100% Inflicts Confusion, instances of Overload inflicted by wielder may not (be cured or automatically recovered from) by sources below Level 60, instances of Overload inflicted by wielder deal 865,000 additional Damage, instances of Overload inflicted by wielder deal 8,650,000 additional Damage to bosses, Wielder's offensive actions may inflict an instance of Smitten that deals Energy element Damage on sources below Level 40
*Constant Energy-Dynamo Sparkfield- (Pet Aspect- Energy Chosen Regalia, Elemental, Energy, Level 59, X Gold)
HP- 4,900,000
MP- 4,900,000
STR- 31,000
AGI- 31,000
CON- 33,000
MIN- 33,000
SPI- 42,000
XP- X
XP Needed- Level tied to Energy Chosen Regalia (Standard Multiplier x2 for power level)
Minimum Level- 1
Defense- 25,000
Defense against Stat Damage- 2,900
Critical Chance- 64%
Resilience- 64%
To Hit- 166%
Dodge- 66%
Resistances and Immunities- Absorbs Energy, Poison Immunity, Poison: Drunk Immunity, Stat Drain Immunity, Confusion Immunity, Impaired Immunity, Pain Immunity, Insanity: Mad Dancing Immunity, Fatigued Immunity, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Everspark- Possessor's allies, including possessor, regenerate 500,000 HP and 500,000 MP at the start of every round, Constant Effect
Abilities-
Energy Emission- 76,000 Damage, May Heal, May cure Fatigued, May cure Paralyzed, 50% may cure instaces of Petrified from sources below Level 80, Energy, 0 MP
Neon Rain- 50,000 Damage, 200% may inflict Overload, this action may gain any combination of base elements excluding Ice, this action may cause any combination of its targets to regenerate 600,000 MP, 1 Hit against 18,000,000, Energy, 0 MP
Energy Bolt- 80,000 Damage, 200% may inflict Overload, Energy, 0 MP
Everpulse Link- Caster's controller regenerates 600,000 HP and 600,000 MP and is cured of Paralyzed, Frozen, and Fatigued at the start of each round until caster is killed, Does not stack, Energy, 5,000 MP
Overload Sphere- 300% inflicts Overload, 1 hit against 30,000,000, Energy, 1,000 MP
Overload Syphon- Cures Overload, Caster regenerates 490,000 MP for each status effect this action cures, 1 hit against 30,000,000, Energy, 100 MP
Energy Screen- Target obtains 60% Ice Resistance and 60% Energy Resistance, Energy, 12,000 MP
Energy Inversion- Target pays the HP costs of its spells and abilities in MP and pays the MP costs of its spells and abilities in HP, Energy, 200,000 MP
Glorious Overcrash: Infinipower- Caster's allies each obtain a non-stacking buff that lasts until the end of the round that provides +71,064,250 MP and that causes Energy element actions and spells to cost its possessor half their normal MP cost, Energy, 1 MP, Reduces caster's MP to 0 for remainder of thread
Indexed Abilities-
Neon Glow- Targets obtain a buff that causes its possessor's presence to count as the presence of a Zone of Energy, 1 hit against 20,000, Energy, 5,000 MP (Indexed at Level 20)
Overwhelming Hum- 450 MIN Damage, 200% inflicts Impaired: Deaf, 1 hit against 20,000, Energy, 15,000 MP (Indexed at Level 20)
Flash- -40% To Hit, 200% inflicts Impaired: Blind, 1 hit against 200,000, does not stack, Energy, 20,000 MP (Indexed at Level 40)
Self-Reformatting Energy-Reconvergence- Caster is cured of all debuffs and negative status effects from sources below Level 60, Caster regenerates 300,000 HP and 300,000 MP, 30,000 MP (Indexed at Level 40)
The Cosmic To-Do List-
If Zeo:
1) Hacks at least 10 different computer systems with Level 50 or greater defenses, uncovering notable information from each
2) Defeats a unique Robot, Machine, or Coded Being of Level 60 or greater
3) Restores/repairs/reactivates an inactive, unique robotic or computer-based system of Level 60 or greater so that it is in helpful working order again
4) Programs a personal virtual demiplane
Zeo gets:
*Master Control System- (Artifact, Level 60, 0 XP, # XP Required, Standard Multiplier x10)
*Master Control System- (Accessory Aspect: Master Control System, Gadget, Technology, X Gold) +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 30% inflicts Dominion on Robots, Machines, and Coded Beings, 15% Coded Being Resistance
*Digital Mantle- (Armor Aspect: Master Control System, Light Armor, Technology, X Gold) +120,000 Defense, +120,000 Magical Attack, +120,000 Ranged Attack, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, Wielder's 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions may use Mind as their Prime Attribute, 100% may inflict Diseased: Computer Virus, Wearer and wearer's allies gain Diseased: Computer Virus Immunity, 30% Energy Resistance, 15% Coded Being Resistance
*Servant Nodes- (Weapon Aspect: Master Control System, Other: Drone, Technology, X Gold) +120,000 Ranged Attack, 180% inflicts any one minor negative status effect, 120% inflicts any one moderate negative status effect, Wielder may bring up to 200 replicated copies of this item into threads equipped, This item may be equipped in any type of equipment slot (as an effect that does not bypass the restriction of abstandarly possessed slots to 'only be used for' a particular purpose)
*Crossspatial Assembly Mechanism- (Consumable Aspect: Master Control System, Device, Unlimited Charges, Technology & Spatial, X Gold) User summons up to 20 Robots or Machines below Level 61 that are normally fightable for drops on the Enemy List, Max 300 summoned
Awards-
Has Consumed 5 Essence Sphere: Bullet Maestro
Has Consumed 5 Improved Essence Bullet Maestro
Has Consumed 5 Greater Essence Sphere: Bullet Maestro
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Reality Coder
Has Consumed 5 Improved Essence Sphere: Reality Coder
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has used 10 Manual of A Thousand Arts
Has used 12 Grandmaster's Text
Has Beaten 35 Bosses in Boss Rush Mode
Has Defeated Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Has Reached Round 41 in an Endurance Match
Has Reached Round 41 in a Pet Endurance Match
Has Won the "Adventurers!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match Has Won the "First of the Arcane Spirits" 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 "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Winter's Grasp" Event Match
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of Combat"
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Fame & Fortune"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Hours"
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Options"
Has Completed the Task "Test of Seeking"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Time"
Has Completed the Task "Trial of Versatility"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Wealth"
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Mini Quest 'Trial of Remembrance'
Was Cured by Doctor Toad
Paid off His Balance to Doctor Toad
Successfully Tracked Down Disco Horse's Favorite Brand of Mouthwash
Obtained and Delivered Disco Horse's Mouthwash
Member of the Horse Force (Disco Horse's Official Fan Club)
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)''
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Was Defeated and Consumed By Hadjbalaum, and, in the Process, Purified of Sins
Defeated Ze Eggsecutioner in a Special Arena Match
Bearer of the Energy Chosen Regalia
Energy Chosen
Obtained an Item from Ingerhekt, God of Items
Helped Celiria Defeat Nega-Celiria in an Arena Match
Lost To Caelum Aetherius In The Sultan's Arena On Noix
Defeated By The Cardmaster In The Darkness Branch Of The Eight Arm Dungeon On Noix And Trapped Forever In The Realms Of Shadow (Until They Respawned Several Hours Later)
Tasked to Change by the Light in the Darkness (Mod Run World Award)
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Adorned With False Quests and Triumphs by the Hundredfold False Cosmos of Lies and Glories
Participated in the Quest 'Plants for the Garden'
Delivered Multiple Impressive Plants to Evergarden in 'Plants for the Garden'
Zeo's drunken fortune with my comments.
* Zeo will successfully defeat Virus Lord Zixxulender using an awesome new rifle he obtains
-Looking forward to that.
* Zeo is being disqualified from a tournament because of his pants, depsite his protests to the judges that they never explained the requirements for the pants that could be worn
-Always check pants requirements when entering tournaments.
* Zeo is dying in a frozen cavern, and a bearded man in heavy fur armor with a hood and a large hook-spear is claiming his Energy Chosen regalia
-Further info from Bascaradine: "His name is Rathgar Hathmarn. His major ability sets include a grapple-variant Dragoon, Guardian, Countess of Power, and Tracker. He has lots of ways to block Ice, and he naturally resists guns. He's Level 59."
* Zeo headbutts a porpoise as the words 'YOU WIN' flash in front of the duo
- XD
The Admiral's version.
"YE'LL FIN' SOME ITEM GOD EVEN'UALLY.
YER FANCY NEW GUN'LL SHOOT SOME VIRUS LORD ZIZZYWHA'EVER IN TH' FACE, OR SOMETHIN'
YE'LL GE' DISQUALILILILI- KICKED OU' O' A TOURNAMEN' DUE T' ILLEGAL PANTS. THEY WON' TELL YE ABOU' PANTS REQUIREMEN'S.
YE'LL DIE IN A FROZEN CAVE SOMEWHERE AN' HAVE YER FANCY ENERGY-STUFF TAKEN BY SOME GIT IN FUR WIT' A HOOKSPEAR.
YE'LL HEADBUTT SOME KINDA DOLPHIN AND WIN SOMETHIN'.
Zeo
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Zeo
MODRAAAAAAAAAAAAAGE