Post by Frederic Bourgault-Christie on Jul 10, 2009 15:42:44 GMT -5
HP β 1096 (1196 after Vanguard, 1204 after Commander's Crest/Hide of Fenrus/Seal of Sylvanas, 1445 after HP +20%, 18,785 after x13)
Energy - 715 (725 after Libram, 885 after Essence Aura, 1151 after MP +30%, 1611 Energy after Arcane Chains, 16,110 after x10)
Strength - 420 (423 after Commander's Crest)
Durability - 100 (105 after Commander's Crest/Hide of Fenrus/Seal of Sylvanas)
Stamina - 100 (107 after Commander's Crest/Hide of Fenrus/Seal of Sylvanas)
Speed - 600 (618 after Wired Reflexes and Amplified Hearing, 621 after Deathstalker's Mark and Hide of Fenrus)
Celerity [Dex + Agility] β 600 (618 after Amplified Hearing/Wired Reflexes, 626 after Deathstalker's Mark)
Precision - 100 (116 after Amplified Hearing/Wired Reflexes)
Offense - 100 (118 after Deathstalker's Mark)
Defense - 100
Intelligence - 272
Wisdom - 100
Willpower - 100
Craft - 100
Charisma - 100
Beauty - 100
Magic - 17,051 (17,061 after Libram)
Psychic Power - 100 (130 for purposes of psychic defense)
Ki - 100
Technique - 100
Luck - 175
[Traits]:
Haunting of Imagination Past (ITM 4 / MA 1, gives Sinistral / DF potential, dark powers, possible dark form, +4 Strength, Magic, Offense, Charisma, Stamina)
Power Magi Starting Bonuses (+4 HP, Strength, Magic, Offense, Durability, Ki, Speed)
Ordeal Training (generally stronger stat and ability growth)
Channeled Dark Energy (has absorbed a decent amount of dark energy)
Race: Blood Elf
Genetic Modification: Gear (boosted mana regen, power absorbing/throwing/grappling abilities)
SOLDIER
Spirit Detective
Honorary Shinigami (zanjutsu, kido)
Light Warrior
Points:
1 gained from start-reaching snow town of Menan
2 gained from first encounter with the ghosts/undead near the mushroom cave
3 gained from training with the silver knight
2 gained from defeating the rancor
+1 Intelligence, +1 Willpower, +1 Strength, +1 Celerity, +1 Speed from training with Picard and Worf
1 gained from fighting the ronin
1 gained from discussion with Cynthia/Mario/Ranger
5 gained from Samudaya
+5 Energy
+5 to HP
+5 to dominant energy
+2 to Strength, Celerity, Speed, Durability, Stamina
10 to stats
8 from Dukkha
8 total from Bridge/Cave
2 from raiders
5 from Death / quest completion
3 from Skeleton Knight
+3 Magic from Gorva
+3 Magic from Death
5 from Ghost of Starman Jr.
+10 HP, +2 Energy, +4 Strength, +6 Durability, +4 Stamina, +2 Celerity, +5 Defense, +5 Wisdom, +2 Charisma, +2 Beauty, +3 Magic, +3 Technique from Cecil
6 from Stokar Mortas
2 from Vagna Amar
6 from TF 2 guys
4 points from Black duel ambush
8 from Shadowfang Keep
4 points from fighting the clan
3 points for fighting the roc
6 from the ice/sound demon and the statues
+3 Magic from the demon
+5 Strength, +5 Magic from Vagna Amar
10 from Vagna Amar
2 from vampire
+2 Magic from Blood Elf absorbing vitae
12 from Winterblossom
+10 HP/+10 Energy from Winterblossom
+20 from +1 to all stats from Vagna Amar
12 from Vanago Mestrese
+3 Offense, Durability, Willpower and Technique
+10 Strength from demonic energy
+4 Magic from dying
15 points from Juicer
7 points from police department siege
15 points from wizard
15 points from detectives
40 points from Qirral Arc
+10 Strength, +10 Magic from Tomes from Qirral
25 points from Deadmines
5 points for solving the wastelands towns problem
6 points for helping Quinn level up upon joining
+8 Magic, +6 Strength, +2 Durability, +8 HP, +2 Speed, +2 Precision, +10 Energy from Gilgamesh
10 from Death Claw/SAMAS/Skeletons/Corrupt
3 points for the Orcs
8 points for the Mirelurks
20 points for Queltal Marnoc
40 points total from Saturday Nov. 7 session
+3 Magic, +3 Durability from magic released from the Lipoca/his minions being cut down so rapidly
+10 Luck
+5 Best Plan Award
Weekly session bonus: 10 points
Derek/Kyle's starting: 5 points
Meeting the team: 5 points
Beating the Lipoca: 15 points
Liberating the Town [Quest Arc]: 30 points
+10 Best Plan Award
Gear Bonus (orca, dolphin and eagle genes): +20 HP/Magic, +10 Precision, +15 Celerity/Speed/Stamina/Durability, +20 Energy, +10 Beauty, 50 points
Testament Bonus: +15 Strength/HP/Durability/Magic/Stamina, +5 Defense, +15 Offense, +15 Energy, +10 Intelligence, +5 Wisdom, +10 Willpower, +3 Charisma, +10 Technique, +10 Celerity/Speed, +15 Beauty
SOLDIER: +30 Celerity, Speed, Strength, Durability, HP, Energy, Stamina, Magic; +10 Ki
80 points from Saturday
200 points from sacrificing self to save people from Mega-Juicer
20 points from Hollow
50 points from encountering Death
+20 Int, Cha, Craft, Wis, Magic, Ki, Technique; +10 Beauty from Infinity Well
+20 Ki, Durability, Charisma, Intelligence; +10 Magic, Beauty from training under Juchiro
250 points from Marga Sangin
5 points from talking to Tyler
95 points from Saturday Dec. 14
920 points from Saturday Dec. 21
50 points for dealing with D'yar [would have been 10 if you had just beat them up]
75 points for attempting to convince Tyrannus
100 points for beating him
150 points for his imprisonment
200 points for Doomtrain and Samudaya
50 points for Shadow Link
200 points for plans
100 points for creative use of Curse: Phobia and Knox
100 points for defeating Godhand David
200 points for defeating Dalen
300 points for arc completion - Maledict's Tomb
40 for Zombie Dusting Zax
+300 for absorbing Godhand
+1000 from Orb
Fate Points: 2 (1 from beginning, 1 from Dukkha, 1 from Queltal Marnoc, 1 from Maledict's Cave; 1 used to get Power Magnet and survive the Namek, 1 used to absorb from Death to set Joe up)
Abilities:
Attacks:
1000 Needles
Aero
Aqua Rake
Ballistic Swarm
Barrier Drain
Barrier Wind
Blood Shot
Cauterize (heal or damage at the cost of HP, good for Dark Knight healing)
Channeled Drain Life
Channeled Drain Mana
Cleansweep
Color Dissolve
Death Claw
Dimension Sword
Dischord (halves level)
Energy Blast
Eruption (Magmus' ult, channeling)
EXE Beast (summons purple beast behind enemy that harms them)
Face Smash (stuns for five seconds, during that time channels and strikes four times for 120% base damage)
Free Water
Free Water Tsunami
Galactic Lancer
Gate of Babylon
Golden Transformation (even stronger, even longer cooldown)
Grand Force Cannon
Grave Digger (spinning jumping attack)
Hell Soul (Jinpachi's unblockable fireball)
Hidden Bolt
Hitomi (skull mine, poisons)
Holy Water Cannon (produce holy water and fire it naturally as a Magi ability)
Instant Death Attack (if misses, cannot use Supers or EX for the rest of the battle)
Jump
L. 3 Confuse
L. 4 Flare
L. 5 Death
L. ? Pearl
Lava Surge (charge + damage)
Lightshow
Lore Aero (equivalent of Aero 3 All)
Master of Puppets (massive key, smashes into foe, does damage, automatically Power Magnets, charges up abilities)
Mighty Guard
Missile
Nightmare Circular (a gate opens up, spewing poisonous blood)
Phantom Soul (skull that flies at enemy, applies Homing Scion)
Power Draining
Power Magnet (Multicast lowers Energy cost)
Prismatic Flame
Quasar
Reflect???
Revenge Blast (damage equal to HP lost)
Roulette
Shade Ray
Shinken (Multicast raises base multiplier)
Slash Blade
Spirit Gun (more shots per day)
Static Magic
Steam Bath (turn invis + damage area)
Stone
Stormdancer Lightning Blast
Sword of Doom
Tempest's Black Hole
Throwing Stones
Transmutation Beam (turn enemies into candy)
Transfusion (sacrifice self to heal ally)
Traveler
Zanpakuto (changes in Dark Knight; when Multicast is learned, can activate shikai more times; both shikai and bankai)
Zeinest (the blood web)
Super Attributes:
Super Durability
Super Speed
Super Strength
Healing:
Antidote
Chakra Magic
Cure
Purity Chakra Magic
Revival Ritual (blood / lives can be used to revive someone)
Shine Heal
White Wind
Debuffs, Crowd Control:
Arcane Torrent (silence + restore energy)
Blood-Link Frenzy (enemy receives 50% of the damage Fred takes, 75% increased attack speed)
Blood Magnet
Doom
Global Stun
House of Glass
Inflict P.P.E. Curse: Death
Invincible Armor
O'Tengu's Gaze [Shade based intimidation ability]
Realm of Chaos
Rippler
Silence
Snot Storm
Buffs, Defense and Support:
Accursed's Fire Shield
Breaker Prism
Crushing Fists
Exploder
Flame Consumption (Accursed's Borrowed Time)
Forcefield
Haste
Magical-Adrenal Rush
Protect
Obsidian Armor
Time Warp: Super Slo-Mo (Baywatch got nothing on this)
Powerups:
EX Abilities
EX Transformation (black transformation, massive cooldown)
Gilgamesh's Demon Transformation
MagKogRyu
Spirit Form (gain teleportation, blinds foes, use channeled moves without channeling)
Stormdancer
Sunkin
Taunts
Battle Standard (treated as an uncontrollable second unit, and will always follow Fred at his movespeed, gives a 20% bonus move speed aura in a 500 yard radius, every 6 seconds taunts forcing enemies in 400 yard range to attack it for 0.1 seconds, 1000 base HP, can be detonated to release 30% of its damage, automatically does so when destroyed)
Hand of Reckoning (taunts and damages if they're not attacking Fred)
Puncturing Taunt (lowers armor and forces attack)
Righteous Defense (pull three foes off of an enemy and force them to attack Fred)
Shadow Lock (ultimate taunt, forces everyone in HUGE range to attack Fred in melee, take damage proportional to how far they had to move, 6% health regneration/3% for allies, 6% health degeneration for enemies, 6 seconds)
The Strength of Flesh (taunt, gives them a miss chance from their reckless attack, duration longer proportional to their HP)
Warrant (does a taunt, if the taunt hits it poisons and teleports behind enemy)
Movement Technique:
Air Dash
Ascent
Background Leap
Double Jump
Flash Step (lower cooldown)
Foreground Leap
Quickmove
Spectrumshift
DIO and Summons:
Hemo-Goblin
Spirit Bear
Summon Anti-Air
Summon Heavy Infantry
Summon Light Infantry
Summon Magic Damage
Summon Magic Support
Tornaq
Other Abilities:
Basic Starfleet Training
Basic Warrior Namek Training
Borrow Powers
Cloaking
Dissidia Block
Dissidia Evasion
Dust (Guilty Gear)
Dweomer Tongue
False Roman Cancel
Fighting Game Blocking
Fighting Game Energy
Fighting Game HP
Fighting Game Throw
Etherealization (Multicast raises cast speed)
Flight
Gear Electromagnetic Sense
Gear Enhanced Sight
Gear Flight
Gear Sonar/Radar
Gear Thermal Riding
Gear Ultrasonic/Subsonic Communication
Homing Scions (many spells have the ability to make other spells home as well as summon a crow and home the Fairie Dragon in to harass)
Masterghost (can respawn as long as the Masterghost is available)
Metamorphosis: Rift
Power Sense
Roman Cancel
Scythe Combat
Super Jump
Telekinesis
Testament's Crouching Hard Slash
Testament's Knockdown (spinning scythe attack)
Testament's Scythe Sweep
Slash
Crimson War Paint
Hemophilia
Aerial Recovery
Fighting Game Parry
Chase (can fight in mid-air in a chase mode)
Wall Climb
Hakuda
White Sun Barrier
Empower Shots
Quill Spray
Warpath
X-Magic
Use Fused Materia
Tsuriboshi (safety net of kido)
Rikujōkōrō (six rods of light)
Verbus Justiciar
Scathing Ghost (inflict damage with etherealization run-throughs)
Chaos Barrage
Destructive Malleate
Divine Sacrifice (30% of all allies' damage is put onto Fred, up to 150% of Fred's HP - allows a buffer to be healed or allows Fred to take more damage than he can normally take)
Tidal Force
Negate Super Abilities
Divine Aura
Feast
Gravekeeper's Cloak (both versions)
Death Wish
Murloc's Skin (passive, 45% magic resistance aura, every hit reduces aura by 5%, 7/9% increasing range/melee damage return every hit, cap at 70%)
Vampiric (100% vampiric, can go over max HP)
Chaos Realm
Unkir's Mana Barrier
Caster's Demise
Transference
Foul Presence (passive, -60% mana regen of enemies)
Meltdown Aura (passive, melts their armor and magic resistance per second, every enemy killed while burned or affected by the aura spreads a fiery explosion that does 7% of their HP's damage over three seconds)
Pain Works (passive, sums up all HP of all enemies and allies every second, if it goes down 20% of the difference is done as an AoE heal to allies and damage to enemies, can't trigger off itself)
Ea
Enuma Elish
Enkidu
Shunt
Creation Rebirth
Tarrasque's Invulnerability
Invulnerability
SwdTech
Digimon Master
Growth
Supernatural P.S.
Cancer Mage's Cancer
Great Thunderclap
One Power Resurrection
Inner Focus (enter Clearcasting state)
Mind Sanctum (passive, finds nearest hero, x4 Int to HP)
Faith Aura (passive, 5000 HP and 2000 TP bonus)
Inspirational Flame (passive, 15% mana boost, 200% mana regen increase, even stronger if in a fire mode)
Auras and Passives:
Arcane Chains (passive, 40% bonus Energy, consumes 70% of the mana cost of enemy spells)
Arcane Mastery (passive, bonus magic damage, 900 bonus Energy, after casting a spell all cooldowns are reduced)
Bristleback (passive, bonus damage resistance to sides and rear from both spells and physicals, every 50% of HP dealt a free Quill Spray)
Corrosive Skin
Craggy Exterior
Cursed Aura (passive, every second has 5% chance to apply a debuff that sets mana and HP regen base to zero then applies a -2 HP/TP debuff per second, can stack three times for more duration and even lower HP/TP regen)
Death's Whetstone (passive, permanent gains .7 damage per creep and 2 damage per hero, so far has gained 40 damaged)
Death Wish (passive, if would be killed instead gains 15% move speed, 20% attack speed, and bonus 45 damage, has no hit point regeneration including regen items once he goes below 0 hit points, heals and life steal items leech ΒΌ of their capability, can be triggered once every 35 seconds, can get up to -300 HP, lasts 8 seconds, will trigger before Last Stand)
De-Energization (passive, steals 8% of their magic resistance per hit, drains up to 50%)
Diffusion Aura (passive, -36% attack damage in an aura)
Dispersion (passive, disperses 20% of incoming damage in a 1000 yard area)
Divided We Stand
Dragon's Blood (passive, bonus HP regen, bonus armor)
Empowered Bulwark (passive, .25 Energy to HP)
Essence Aura (+10 Energy, 20% chance to restore 40% of maximum Energy per ability that uses Energy)
Flesh Heap
Granite Shield (passive, shield with 10% of HP that restores after 10
seconds of not being struck)
Incinerating Aura (passive, makes enemy abilities cost more per second they're in the aura)
Master of the Mantra (passive, Aura, raises nearby cast times and does damage proportional to the cost of the abilities)
Mana Consumption (passive, burn 60 Technique Points per hit, all TP burned is turned to damage)
Mana Explode (passive, 10% chance to burn 15% of their mana and do it as damage)
Mana Surge (passive, all effects that raise allies' mana also lower cooldowns)
Manifestation (passive, creates 1 illusion every 10 seconds, can randomly switch position with any illusion every 18 seconds, max of 6 illusion)
Marksmanship (passive, massive agility increase, 50% chance of instant kill of mobs)
Mjolnir's Thunder Clap (passive, 20% chance of proccing a Thunder Clap per hit)
Muddle (passive, all stuns have chance of extending enemy cooldowns)
Multicast (spells have a chance of triggering multiple times)
Mutilating Strikes (passive, 17% of the time Fred hits an enemy unit it will not be able to physically attack, will have movement speed reduced by 40%, and will take 40 DPS over 3 seconds; adds a mini-Rupture effect)
Mystic Glutton (passive, 15% chance to steal 25 mana per hit, those being attacked have a 10% chance of having a spell fizzle, randomly consumes buffs)
Orb of Annihilation (passive, 5% loss of magic resistance per second within the aura, stacks up to 40%)
Orcish Hardiness Aura (passive, 10% max HP increase within aura range)
Regen (base of 2 a turn + 10% of Magic, becomes 20% of Magic in Dark Knight)
Sear (passive, snares foes for 20% move and attack speed reduction, raises allies' move speed that hit the target by 10% and their attack speed by 40%)
Slimy Skin (passive, reduces times of stuns or disables on Fred by 50% and units that hit him have their attack speed slowed by 25% for 7 seconds)
Spell Collector Bottle (passive, 60 second cooldown, can hold any spell in it for an instant cast, can cast some channeling spells without holding him down, presently has Black Hole in it)
Subzero Bolt (passive, all spells trigger an attack that does 55% of used Mana as damage, movement speed reduction proportional to mana used)
Temptation Aura (passive, drains 2.2 Energy + 1/40 of Magic a second from enemies and grants it to allies, takes 45% of mana for abilities cast by enemies and splits it among allies)
Testament's Poison Magic (many spells have the ability to apply poison damage, Testament's poison goes away after a successful hit)
Testament's Regeneration (can regenerate limbs quickly, blood pools back together)
Thornweaver Funeral (allies or innocents who are struck down empower Fred)
Ultima Regen
Valiant Fighter (passive, 1/2 damage from attacks that do more than 10% of HP)
Vampiric Aura (20%, melee only)
Volcanic Touch (passive, enemies killed by Fred explore for more damage)
Wall Rush (bonus damage for smashing foes into wall)
Paladin Form Only:
Cover
Nurse
Disarm
Saint Cross
Reflex
Seal of Righteousness
Devotion Aura
Holy Light (heals)
Judgement of Light
Divine Protection
Hammer of Justice
Purify (remove disease or poison effect)
Turn Undead (per day has an additional buffer for this ability ONLY based on (Charisma - 5) / 4)
Azerothian Turn Undead (Fear effect on undead)
Lay on Hands: Azerothian (heals equal to present HP + restores Energy, HUGE cooldown)
Lay on Hands: Faerunian (can daily heal HP equal to 1/2 Charisma x a multiplier, right now the multiplier is 5)
Hand of Protection (bubble an ally, they can't attack or use physical abilities, only makes ally immune to physical damage)
Redemption (Paladin out-of-combat res, does not restore to full Energy or to Energy that they had before they died)
Judgment of Wisdom
Blessing of Wisdom
Righteous Defense (command up to three foes to hit me instead)
Hand of Reckoning (taunt)
Righteous Fury (raises threat from Holy attacks by 90%)
Retribution Aura (does Holy damage in response to incoming attacks)
Flash of Light (highly mana efficient heal, can usually combine with a Shine Heal)
Sense Undead
Blessing of Kings
Summon Warhorse
Concentration Aura (reduces spell interrupt chance)
Seal of Justice (gives all melee hits a chance to stun)
Saint's Fall
Azerothian Exorcism (does Holy damage, bonus damage to undead and demons)
Jeraziah's Inner Light (heals and does damage to an AoE around the healed target)
Death Ward
Dispel Chaos
Dispel Evil
Discern Lies
Restoration (restores ability score and level drains)
Warmount (summon a celestial phoenix for warmount)
Smite Evil
Prayer (+1 on everything to allies, -1 on everything to enemies)
Dark Knight Form Only:
Chaos Wave
Dark Wave
Death Wave
Darkside
Black Sky
Night Sword (50% vampiric)
Dark Sword (damages enemy Energy and restores my Energy from damage)
Intuitive Magic: Shadow
Intuitive Magic: Death
Black Arrow
Dark Flame
Gear Dark Side Amplification (full Gear power is released in Dark form)
Angel of Judgment (Kefka full power)
Crushing Blow (inflicts Stop)
Smite Good
Dark Blessing (apply Charisma modifier to saving throws)
Detect Good
Storm of Torment
Prism of Seven
Tornado Fist
Dread (negative Armor Aura)
Kefka:
Trine (Dissidia, applies Blind and Silence)
Hyperdrive (Dissidia)
Full-Life
Mad Magic (passive, makes spells more random)
Protection of the Three Statues (passive, resists or nullifies all magic, ignore spells periodically, screw with enemy cast times and energy flows)
Forsaken Null (Dissidia)
Summon Goddess
Summon Doom
Light of Judgment (can only use as a Super)
Ultima
Thunder
Thundaga
Thundaga
Shaman:
Healing Wave
Lightning Bolt
Rockbiter Weapon
Earth Shock
Stoneskin Totem
Earthbind Totem
Lightning Shield
Stoneclaw Totem
Flametongue Weapon
Searing Totem
Strength of Earth Totem
EX Mode:
Regen (gains HP)
Proteus (shift back and forth between forms instantly)
Inner Strength (each attack is 1.5 times as powerful)
Blood Magic (absorbs damage equal to HP damage dealt)
Mad Magic II (transforms magic so it is even more bizarre and random)
Boss Tower (becomes a giant mass of monsters)
Testament's EX (triggers Testament's EX Mode, doesn't invoke cooldown)
Sun and Moon (attack if correctly performed)
Grand Magnet (attack if improperly performed)
Skills:
Enchanting
Inscription
Tailoring
Summons:
Gilgamesh (either does a random attack, randomly increases Bravery or smacks it down, or does a flurry of blows)
Peter:
Sympathetic Absorption (alter body, mind and soul through the power of compassion to learn others' abilities)
Perceptive Comprehension
Nuclear Fusion
Archer:
Multiple Lives (eleven)
Unlimited Blade Works
Unlimited Blade Dance
Tracing (can conjure any item, even artifacts, he can imagine)
Legend Shooting Bow (fires any legendary weapon at massive velocities)
Reality Marble (create a world based on the inner soul of the practitioner, for Fred it's a world of magic and hope that can produce any ability and allows the user to multi-cast endlessly; improved by Aghanim's)
Spirit Dematerialization
Reinforcement (understand an object's basic design and chemical composition sufficient to forge and improve it, reinforce objects with mana)
Magic Resistance L. A (reduced damage from all magic, ignores all spells of A rank or below or of below four lines of incantation, in effect is untouchable to modern Magi)
Mystic Forging
Projection
Shooting Hundred Heads (Hercules' bow, an anti-unit spray, improved by Aghanim's)
Flaming Scimitars
Spinning Arc Blades
Broken Phantasm (massively increases the power of any Phantasm at the cost of it detonating afterwards)
Breathe Mana (slowly regenerates mana through breathing)
Resistance (controls one's own odic highway to repel curses, at a Servant's strength)
Clairvoyance
Avalon (conjures Arthur's scabbard, shields from destructive interference from all angles and types of attack/planes/etc.)
Eye of the Mind (perfect analysis of enemies, long-distance range allowing for perfect targetting at several kilometers)
Zelretch's Sword (blade that draws in power from unlimited alternate universes to spit out endless energy, improved by Aghanim's)
Rho Aius (ultimate barrier, improved by Aghanim's)
Rule Breaker (dagger that can dispel any sorcery, improved by Aghanim's)
Kaladbolg II (an IMPROVED Kaladbolg that can pierce any target as a drill)
Hrunting (sword that homes after its target, when shot as an arrow will always home until the user stops aiming)
Battle Comprehension (massive experience combined with the Eye of the Mind gives him near-clairvoyance in addition to the Clairvoyance skill and Future Knowledge, allows him to see all options and choose the best so he is near-unbeatable as long as there is even a 1% chance of victory)
Future Knowledge (being a Guardian Spirit and having been into the future and past, knows about the future and past)
Counter Guardian Spirit
Summon Servant
Sexual Recharge (recharges energy through sex)
Fragarach (ultimate counter-attack, improved by Aghanim's)
Argon Coin (summons a dragon when thrown to the ground)
Arondight (bonus to all stats, x2 saving throws, bonus dragon vs. all dragons and dragon-types, improved by Aghanim's)
Durandal (three miracles, improved by Aghanim's)
Gae Bolg (always strikes the heart, reverses causality: the heart is skewered even before the thrust, impossible to dodge or guard, incredibly economical - even Lancer could use it seven times without recharge; can be thrown, instead turning the curse into a flawless AoE, improved by Aghanim's)
Gae Buidhe (wounds cannot be healed - permanently lowers HP,
Gae Daerg (destroys all magical defenses, makes useless any enchanted weapon, perfect anti-Noble Phantasm)
Vimana (flying machine)
Invisible Air (compressed layers of wind that distorts the invisible blade inside of it, acts as a protective wall)
Prelati's Spellbook (a prana core that can be used for high-level magecraft and to summon water demons, improved by Aghanim's)
Gram (Volsung saga sword, also known as Balmung, strongest demonic sword/dragon slayer)
Merodach (Genzai: Original Sin, model of both Caliburn and Gram)
Harpe (scythe used to kill Medusa, kills immortals - wounds cannot be bio-regenerated except by the normal natural rate of regeneration that a real creature can have)
Gae Buidhe
Ionioi Hetiarioi (summon Iskander's army)
Gordius Wheel (Iskander's chariot, improved by Aghanim's)
Via Expungiato (ability performed by the Gordius Wheel)
Blood Fort Andromeda (a massive dome, the blood of the dome melts enemies down to absorb them as mana, allows me to absorb them into me for Buu processing, the excess prana lets Fred exceed maximum MP)
Breaker Gorgon (visor used to contain Rider's eyes, can be used to seal eye-based powers, can be used to trap enemies in Fred's consciousness thereby helping to absorb them, absorb powers from dreams and souls for energy)
Bellerophon (bridle of Pegasus, raises all parameters by one when held, improved by Aghanim's, Pegasus makes massive shockwaves from its wings, turns it and the rider into a beam of light)
Zabaniya: Delusional Heartbeat (creates a mirror image of the heart of the assassination target with an ether clump, a dual existence that resonates with the original one. By crushing the fake heart, he can crush the real one with this curse without laying a finger on it. As he is really crushing a fake heart, any physical defense is meaningless. To resist the curse, it is not endurance that matters, but the magical power, to prevent him from creating the dual existence at all; no effect on evil spirits or those who hearts are specifically cursed, improved by Aghanim's)
Zabaniya: Cyber Fantasy (turn the entire brain of the target into gunpowder to explode, blowing up the upper half of the body, improved by Aghanim's)
Excalibur (improved by Aghanim's)
Medea's Golden Fleece (summons phantom beasts including dragons, improved by Aghanim's)
Monohoshizao (summon Sasaki's blade for Tsubame Gaeshi)
Black Saber's Dark Armor
Dark Excalibur (improved by Aghanim's)
Tora-Shinai (demonic shinai)
Black Key (throwing sword used to repel demons and ghosts, strikes spiritually, the blade is created mid-flight spiritually, pins shadows to prevent foes from moving or running, can be inscribed with additional sigils to do additional effects: summon crows to eat the body or paralyze or dehydrate)
Azoth (amplifies magical energy, used in lieu of a staff)
Berserker (Berserker's stone blade, taken from a temple to Heracles himself)
Rider's Nail
Dark (True Assassin's throwing dagger)
Kaleidostick (improved by Aghanim's)
Zelretch's Chest
Emiya Kiritsugu's Thompson Contender (causes necrosis to appear on the body part in question, ignores most armor except top-grade armor, is a huge handcannon, damage done is virtually impossible to repair since it severs and binds, mages trying to defend against it get their magic circuits destroyed, improved by Aghanim's)
Volumen Hydragyrum (blade made out of mercury, can attack with the shape of a whip, a spear or a blade that rotate freely, sharper than a razor; like a current of hyper high pressure, it can even cut through titanium and diamond, best damage at the edge of the circumference, defensive mode is automatic, reacting immediately to anything that can harm Fred or the user, protecting him with a thin, hyper hard membrane stretching around him) [copy in Gate of Babylon is loaned to Brandon, improved by Aghanim's]
Emiya Kiritsugu's Walter WA2000 (infrared used to read auras and figure out enemy magicians' styles and placement of prana circuits)
Knight of Honor (pick anything up and use it as a D Rank Noble Phantasm, hijack others' weapons)
For Someone's Glory (hide as other Servants, make it seem as if his actions were performed by another)
Command Spells (empower a summon or Servant to perform impossible actions a limited number of times)
Dress of Heaven (conjure a Mystic Code, allows the soul to become material, can turn enemies into gold)
Projection Machine (a projector that produces a cat familiar that is indestructible as long as the suitcase functions)
Puppets
Demon Blood Castle (giant golems)
Magecraft
Independent Action (allows Fred to use Servant-level powers without a Master, get prana from allies)
Servant Ally Reinforcement
Servant's Super Speed
Servant's Super Agility
Bounded Field Time Manipulation (use the properties of a Bounded Field to simulate bullet time)
Weapon Knowledge (learn abilities from the history of weapons he picks up)
High Speed Divine Incantation
Perceive Status (perceive all enemies' powers and abilities in a format one understands)
Fin Shot (lowers HP with a finger bang like motion and is the equivalent of a gun)
Sea of Flames
Spontaneous Combustion
Jewel Magecraft
Kenaz (rune that enhances eyesight)
Ath nGabla (forces a deathmatch)
Argos (amazingly good barrier, as strong as God Hand)
Atlas (traps people with atmospheric pressure)
Rain of Light
Ansuz (ignition rune)
Spatial Transference (teleportation)
Counter Magic (stops prana and magic circuits, thus stopping spells)
Geis
Bravery L. A+ (passive, increased melee damage)
Charisma L. A+ (passive, ability to lead an army, so powerful that it has become magic-level)
Divinity L. A (passive, nearly-full deific power)
Eternal Arms Mastership L. A+ (passive, operate at full capacity even under any mental influence)
Eye of the Mind, Fake L. A (passive, honed sixth sense for danger, also ignores effects of concealment and obstruction)
Heart of Harmony, L. B (prevents the loss of efficacy of the same move against an opponent, attacks can't be perceived by foes)
Prana Burst, L. A (passive, charge attacks with prana, at this rank can sunder anything that isn't a divine mystery)
Presence Concealment L. A (passive)
Expert of Many Specializations L. A+ (passive, master of all other skills at B+)
Vitrification L. B (resistance/immunity to mental interference, hide one's presence)
Protection from Arrows L. B (defend against any projectiles coming from an opponent he can see)
Monstrous Strength L. B (increase strength by channeling monstrous nature)
Protection from Wind L. A
Protection of the Fairies L. A (induce a temporary Luck boost)
Disengage L. C (disengage from combat, bonus effect of resetting conditions for the disengager)
Riding L. A+ (ride any beast including phantasmal and god beasts)
Mystic Eyes L. A (Cybele petrification eyes)
Mystic Face L. C (charm effects the moment someone looks upon my face)
Projectiles (Daggers) L. B (thrown projectile weapons are now comparable to bullets)
Rune Magic L. B
Military Tactics L. B (tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized; bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm)
Mental Pollution L. A (possessing a distorted mentality, it is highly possible to shut out any mental interference Thaumaturgy)
Mad Enhancement L. B
Librarian of Stored Knowledge L. C (tons of personalities and lives with random knowledge, total recall)
Battle Continuation L. A (must endure a fatal wound to be impeded, can't really be whittled down or bled out)
Territory Creation L. A (create up to a Temple to enhance one's powers)
Item Construction L. A (capable of making healing potions that grant limited immortality)
Caster's Prana Resistance (superior to modern magecraft, can resist a spell even once it's been completed)
Tsubame Gaeshi Prototype (improved by Aghanim's)
Delusional Assassin Prototype (split into eighty, stats are divided but still stronger than just one)
God Hand (passive, super armor - all attacks below rank EX are negated, makes more difficult to stagger/spell push-back, can take a few hits without being stopped by being struck first, adapts to enemy attacks over time; improved by Agahnim's)
Caladbolg (improved by Agahnim's)
Houtengeki (improved by Agahnim's)
Golden Rule (makes it trivial to acquire wealth)
Gungnir
Invisible Sword
Freezing Sword
Mirror Shield
Merits:
Geomancy (treat opponent like they have one lower rank of resistance)
Defense+
Counter
Magic Counter
FF Item Use (can use at a distance, can use items on other people, don't have to search through inventory)
Learn
HP +20% (raises max HP by 20%)
Jump +3
Vehemence (when on, raises offense by 50% at the cost of 50% defense)
Power Attack
Bonus Accessory Slot
Lifestream Enhanced Swordplay
Enhanced Materia Use
Battlegen Items (create items by breaking arenas)
Dissidia Item Drop
Dissidia Bravery
Magi: Magic to HP
Magi: Magic to Durability
Magi: Magic to Speed
Magi: Magic to Celerity
Magi: Magic to Stamina
Magi: Magic to Strength (Specialty)
Magi: Magic to Precision
All Foes Are Equal (can harm virtually any enemy)
Blessing of the Sanguine (bonus HP, bonus resistance to air, bonus HP regen, reduced bleeding damage and duration, bonus resistance to morale-reducing effects and bonus morale, bonus to inspiration, bonus to air damage)
Blessing of the Choleric (bonus Strength, bonus physical damage, bonus Offense, all powers scale with passion, bonus resistance to flame, bonus to flame damage)
Blessing of the Melancholy (bonus Wisdom, bonus to earth damage and effects, bonus to resisting and purging poison, lower poison duration and damage, bonus to Bluff/Sense Motive/Empathy checks)
Blessing of the Phlegmatic (bonus Intelligence, bonus magical damage, bonus to crafting and science skills, bonus to water damage and effects)
Shape Magic (shape magic to form permanent and self-forming dweomers, more efficiency, more duration, learn Magi-based duration effects)
Illusionist's Half MP
Blood Price
MP +30%
Great Fortitude (bonus x3 to HP, +750 HP/Strength, +20 HP regen, bonus damage, bonus resistances)
Marksmanship
Learn (passive, learn Blue Magic spells)
Shaman Talents:
Improved Healing Wave (5/5, lowers cast time)
Ancestral Healing (3/3, all critical heals add a temporary buff that reduces physical damage taken by 10%)
Tidal Focus (2/5, all healing spells cost 2% less)
Tidal Force (1/1, activated gives a 60% bonus to critical chance on most healing spells that declines after each successful crit to 0%)
Paladin Talents:
Divinity (5/5, increases all healing done by and done to Fred by 5%)
Divine Strength (2/5, increases Strength by 6%)
Stoicism (2/3, reduces stun duration by 20%, reduces chance of dispelling HoTs and buffs by 20%)
Anticipation (2/5, increases dodge chance by 2%)
Divine Sacrifice (1/1, grants Divine Sacrifice ability)
Toughness (3/5, reduces snare durations on Fred by 18% and increases armor value from armor by 6%)
Equipment:
Rod
Phaser
Tricorder
Scythe of Testament
Retractable katana
Starfleet battle armor
Legend Sword
Razor's Edge (Gunblade) [teaches Empower Shots]
Gungnir [teaches Shinkenryu]
Buster Sword [teaches Drain Barrier]
Blood Sword [teaches Font of Vitality - HP draining move]
Wyrmhero Blade: Erdrick's Sword [teaches Martyr Shield]
Firebute
Wounding Club
Ashura
Cure Staff
Hermes Sandals [teaches Ascent]
Sprint Shoes
Vanguard (10 HP a second regen, +100 HP)
Commander's Crest (+3 Strength, +2 Stamina, +2 Durability, +2 HP)
Shadowfang (one-handed sword, fires a Shadowbolt as proc)
Hide of Fenrus (+3 Celerity, +1 Speed, +2 Stamina, +2 Durability, +2 HP)
Seal of Sylvanas (+4 Stamina, +4 Durability, +4 HP, +2 Strength)
Deathstalker's Mark (+2 Celerity, +2 Speed, +2 Offense, can be activated to activate a shadowy Sprinting Wind Walk that combines bonus damage + Shadow Meld + move speed)
Aghanim's Scepter
Millenium Tree Libram of Clear Light:
+10 Energy and Magic
Stores negative energy, gives a +30% check to processing/absorbing power and a -30% to chance of being corrupted
80 Energy that can be siphoned, replenishes fully every 24 hours
Bonus damage to vampires, demons, supernatural enemies
+20% to Diplomacy and Medical Doctor
Can cast five spells per day from the following pool: Realm of Chaos, Sorcerous Fury, Impervious to Energy, Magic Net, Little Force and Invincible Armor
1/5 of HP healed by Lay on Hands is also added as Energy to both Fred and target
When Shine Heals crit, x2.5 the multiplier, give 15% of their crit in Energy to the target and gives a ticking Energy regen buff to Fred
One Shine Heal per turn is a free action
Bonus healing crit rate
Teaches Verbus Justiciar
Sun and Moon Armor Set:
Sun and Moon Greaves (does either Holy or Darkness damage depending on form)
Sun and Moon Sabatons (in Holy acts as Fairy Boots to walk on air/water/teleport to allies ONLY for Cover or as a movement action, in Darkness acts as a speed boost) [teaches Magi Teleport]
Sun and Moon Gauntlets (does either Holy or Darkness damage depending on form)
Sun and Moon Armor (bonus to bodily Durability/AC/resistance, chest has become a snarling mouth that raises Horror Factor and allows him to fire either a large charged holy or unholy blast)
Sun and Moon Helmet (grants darkvision, immune to blinding light effects and resistance to Blind status effect) [teaches Searchlight]
Shoulders of the White Stag and Black Lion (bonus to Intimidate checks and Awe/Horror Factor) [teaches Radiant Wings - Cecil's Paladin default air combo]
Shield of Ebon and Ivory (reflect or absorb various attacks using the dark or light side of the shield) [teaches Sacred Cross, air move that knocks foe into Chase]
2 Piece Bonus: Reduces HP cost of abilities that sacrifice HP by 10%
3 Piece Bonus: Reduction from 2 piece bonus goes up to 20% and heals allies in an AoE, extends this effect to damage taken by Cover
5 Piece Bonus: +10 HP minimum to all cure effects
7 Piece Bonus: Absorbs Darkness
Mount:
Poltergeist
God of Magic (when mounted, amplifies Fred's magic power)
Poltergeist's Halbard
Blaster
Stop
Metal Cutter
Phantasm (causes Sap to all enemies)
Wave Cannon
Lore
Aero
Crypt Dust (unblockable, Zombies enemy)
Flare Star (deals an amount of damage equal to the level of the lowest living character times 80 divided by the number of characters in the party to all opponents; it is fire-Elemental, unblockable and ignores defense and Split Damage)
Meteo
Meteor
Familiar:
Valandar the Faerie Dragon:
Share Spells: All buffs or effects I want to effect the fairie dragon do so
Immunity to sleep and paralysis
Heat Metal - L. 1
Fairie Fire (Damage) - L. 1
Fairie Fire (Debuff) - L. 1
Dancing Lights (Damage) - L. 1
Dancing Lights (Effect) - L. 1
Invisibility - L. 1
Alertness - L. 1 (shared Alertness)
Improved Evasion - L. 1
Empathic Link - L. 1
Euphoric Breath - L. 1 (if fails save, wanders around in a blissful confusion)
Arcane Breath - L. 1
Replicate Arcane Spell - L. 1
Replicate Druid Spell - L. 1
Telepathy with Fairie Dragons - L. 1
Detect Magic - L. 1
Glitterdust - L. 1 (covers area in glittery dust)
Obscuring Mist - L. 1
Charm Monster - L. 1
Warp Wood - L. 1
Luck Curse - L. 1
Amplify Damage - L. 1
+10% to Diplomacy and Spot checks
+10 feet per round
Cybernetics:
Wired Reflexes (+10 Celerity, Speed and Precision, bonus to called shots and aimed attacks)
Amplified Hearing (+8 Celerity, Speed and Precision, advanced defense against rear attack and ambush, initiative bonus)
Electromagnetic Psi-dampener (+10% save v. psi, +20 Psi for purpose of psychic defense)
Cyber-armor
Headjack
Current Trainers:
Cecil
Gilgamesh
Kefka Palazzo
Testament
Worf and Picard
Archer
Peter Petrelli
Trainer options [different order from before]:
Kimimaro
Badcat
Testament
Piccolo
Axl Low
Naraku
Anji the Shining King
DIO:
Fred
Divided We Stand (x3)
Tornaq
Valandar
Poltergeist
Cancer Mage's Cancer
Servant
Ideas/Strategies:
Kaleidostick to get Bankai
Use UBW/Lecarde to get into Fred's inner world
Inner Focus for Forsaken Null, Ultima, etc.
Spirit Form, use all channeling moves
In Borrowed Time, use all HP-burning moves to max out HP and share with allies
Do the type of Exploder that does damage equal to HP when in Borrowed Time
Kaleidostick + Peter's power
Energy - 715 (725 after Libram, 885 after Essence Aura, 1151 after MP +30%, 1611 Energy after Arcane Chains, 16,110 after x10)
Strength - 420 (423 after Commander's Crest)
Durability - 100 (105 after Commander's Crest/Hide of Fenrus/Seal of Sylvanas)
Stamina - 100 (107 after Commander's Crest/Hide of Fenrus/Seal of Sylvanas)
Speed - 600 (618 after Wired Reflexes and Amplified Hearing, 621 after Deathstalker's Mark and Hide of Fenrus)
Celerity [Dex + Agility] β 600 (618 after Amplified Hearing/Wired Reflexes, 626 after Deathstalker's Mark)
Precision - 100 (116 after Amplified Hearing/Wired Reflexes)
Offense - 100 (118 after Deathstalker's Mark)
Defense - 100
Intelligence - 272
Wisdom - 100
Willpower - 100
Craft - 100
Charisma - 100
Beauty - 100
Magic - 17,051 (17,061 after Libram)
Psychic Power - 100 (130 for purposes of psychic defense)
Ki - 100
Technique - 100
Luck - 175
[Traits]:
Haunting of Imagination Past (ITM 4 / MA 1, gives Sinistral / DF potential, dark powers, possible dark form, +4 Strength, Magic, Offense, Charisma, Stamina)
Power Magi Starting Bonuses (+4 HP, Strength, Magic, Offense, Durability, Ki, Speed)
Ordeal Training (generally stronger stat and ability growth)
Channeled Dark Energy (has absorbed a decent amount of dark energy)
Race: Blood Elf
Genetic Modification: Gear (boosted mana regen, power absorbing/throwing/grappling abilities)
SOLDIER
Spirit Detective
Honorary Shinigami (zanjutsu, kido)
Light Warrior
Points:
1 gained from start-reaching snow town of Menan
2 gained from first encounter with the ghosts/undead near the mushroom cave
3 gained from training with the silver knight
2 gained from defeating the rancor
+1 Intelligence, +1 Willpower, +1 Strength, +1 Celerity, +1 Speed from training with Picard and Worf
1 gained from fighting the ronin
1 gained from discussion with Cynthia/Mario/Ranger
5 gained from Samudaya
+5 Energy
+5 to HP
+5 to dominant energy
+2 to Strength, Celerity, Speed, Durability, Stamina
10 to stats
8 from Dukkha
8 total from Bridge/Cave
2 from raiders
5 from Death / quest completion
3 from Skeleton Knight
+3 Magic from Gorva
+3 Magic from Death
5 from Ghost of Starman Jr.
+10 HP, +2 Energy, +4 Strength, +6 Durability, +4 Stamina, +2 Celerity, +5 Defense, +5 Wisdom, +2 Charisma, +2 Beauty, +3 Magic, +3 Technique from Cecil
6 from Stokar Mortas
2 from Vagna Amar
6 from TF 2 guys
4 points from Black duel ambush
8 from Shadowfang Keep
4 points from fighting the clan
3 points for fighting the roc
6 from the ice/sound demon and the statues
+3 Magic from the demon
+5 Strength, +5 Magic from Vagna Amar
10 from Vagna Amar
2 from vampire
+2 Magic from Blood Elf absorbing vitae
12 from Winterblossom
+10 HP/+10 Energy from Winterblossom
+20 from +1 to all stats from Vagna Amar
12 from Vanago Mestrese
+3 Offense, Durability, Willpower and Technique
+10 Strength from demonic energy
+4 Magic from dying
15 points from Juicer
7 points from police department siege
15 points from wizard
15 points from detectives
40 points from Qirral Arc
+10 Strength, +10 Magic from Tomes from Qirral
25 points from Deadmines
5 points for solving the wastelands towns problem
6 points for helping Quinn level up upon joining
+8 Magic, +6 Strength, +2 Durability, +8 HP, +2 Speed, +2 Precision, +10 Energy from Gilgamesh
10 from Death Claw/SAMAS/Skeletons/Corrupt
3 points for the Orcs
8 points for the Mirelurks
20 points for Queltal Marnoc
40 points total from Saturday Nov. 7 session
+3 Magic, +3 Durability from magic released from the Lipoca/his minions being cut down so rapidly
+10 Luck
+5 Best Plan Award
Weekly session bonus: 10 points
Derek/Kyle's starting: 5 points
Meeting the team: 5 points
Beating the Lipoca: 15 points
Liberating the Town [Quest Arc]: 30 points
+10 Best Plan Award
Gear Bonus (orca, dolphin and eagle genes): +20 HP/Magic, +10 Precision, +15 Celerity/Speed/Stamina/Durability, +20 Energy, +10 Beauty, 50 points
Testament Bonus: +15 Strength/HP/Durability/Magic/Stamina, +5 Defense, +15 Offense, +15 Energy, +10 Intelligence, +5 Wisdom, +10 Willpower, +3 Charisma, +10 Technique, +10 Celerity/Speed, +15 Beauty
SOLDIER: +30 Celerity, Speed, Strength, Durability, HP, Energy, Stamina, Magic; +10 Ki
80 points from Saturday
200 points from sacrificing self to save people from Mega-Juicer
20 points from Hollow
50 points from encountering Death
+20 Int, Cha, Craft, Wis, Magic, Ki, Technique; +10 Beauty from Infinity Well
+20 Ki, Durability, Charisma, Intelligence; +10 Magic, Beauty from training under Juchiro
250 points from Marga Sangin
5 points from talking to Tyler
95 points from Saturday Dec. 14
920 points from Saturday Dec. 21
50 points for dealing with D'yar [would have been 10 if you had just beat them up]
75 points for attempting to convince Tyrannus
100 points for beating him
150 points for his imprisonment
200 points for Doomtrain and Samudaya
50 points for Shadow Link
200 points for plans
100 points for creative use of Curse: Phobia and Knox
100 points for defeating Godhand David
200 points for defeating Dalen
300 points for arc completion - Maledict's Tomb
40 for Zombie Dusting Zax
+300 for absorbing Godhand
+1000 from Orb
Fate Points: 2 (1 from beginning, 1 from Dukkha, 1 from Queltal Marnoc, 1 from Maledict's Cave; 1 used to get Power Magnet and survive the Namek, 1 used to absorb from Death to set Joe up)
Abilities:
Attacks:
1000 Needles
Aero
Aqua Rake
Ballistic Swarm
Barrier Drain
Barrier Wind
Blood Shot
Cauterize (heal or damage at the cost of HP, good for Dark Knight healing)
Channeled Drain Life
Channeled Drain Mana
Cleansweep
Color Dissolve
Death Claw
Dimension Sword
Dischord (halves level)
Energy Blast
Eruption (Magmus' ult, channeling)
EXE Beast (summons purple beast behind enemy that harms them)
Face Smash (stuns for five seconds, during that time channels and strikes four times for 120% base damage)
Free Water
Free Water Tsunami
Galactic Lancer
Gate of Babylon
Golden Transformation (even stronger, even longer cooldown)
Grand Force Cannon
Grave Digger (spinning jumping attack)
Hell Soul (Jinpachi's unblockable fireball)
Hidden Bolt
Hitomi (skull mine, poisons)
Holy Water Cannon (produce holy water and fire it naturally as a Magi ability)
Instant Death Attack (if misses, cannot use Supers or EX for the rest of the battle)
Jump
L. 3 Confuse
L. 4 Flare
L. 5 Death
L. ? Pearl
Lava Surge (charge + damage)
Lightshow
Lore Aero (equivalent of Aero 3 All)
Master of Puppets (massive key, smashes into foe, does damage, automatically Power Magnets, charges up abilities)
Mighty Guard
Missile
Nightmare Circular (a gate opens up, spewing poisonous blood)
Phantom Soul (skull that flies at enemy, applies Homing Scion)
Power Draining
Power Magnet (Multicast lowers Energy cost)
Prismatic Flame
Quasar
Reflect???
Revenge Blast (damage equal to HP lost)
Roulette
Shade Ray
Shinken (Multicast raises base multiplier)
Slash Blade
Spirit Gun (more shots per day)
Static Magic
Steam Bath (turn invis + damage area)
Stone
Stormdancer Lightning Blast
Sword of Doom
Tempest's Black Hole
Throwing Stones
Transmutation Beam (turn enemies into candy)
Transfusion (sacrifice self to heal ally)
Traveler
Zanpakuto (changes in Dark Knight; when Multicast is learned, can activate shikai more times; both shikai and bankai)
Zeinest (the blood web)
Super Attributes:
Super Durability
Super Speed
Super Strength
Healing:
Antidote
Chakra Magic
Cure
Purity Chakra Magic
Revival Ritual (blood / lives can be used to revive someone)
Shine Heal
White Wind
Debuffs, Crowd Control:
Arcane Torrent (silence + restore energy)
Blood-Link Frenzy (enemy receives 50% of the damage Fred takes, 75% increased attack speed)
Blood Magnet
Doom
Global Stun
House of Glass
Inflict P.P.E. Curse: Death
Invincible Armor
O'Tengu's Gaze [Shade based intimidation ability]
Realm of Chaos
Rippler
Silence
Snot Storm
Buffs, Defense and Support:
Accursed's Fire Shield
Breaker Prism
Crushing Fists
Exploder
Flame Consumption (Accursed's Borrowed Time)
Forcefield
Haste
Magical-Adrenal Rush
Protect
Obsidian Armor
Time Warp: Super Slo-Mo (Baywatch got nothing on this)
Powerups:
EX Abilities
EX Transformation (black transformation, massive cooldown)
Gilgamesh's Demon Transformation
MagKogRyu
Spirit Form (gain teleportation, blinds foes, use channeled moves without channeling)
Stormdancer
Sunkin
Taunts
Battle Standard (treated as an uncontrollable second unit, and will always follow Fred at his movespeed, gives a 20% bonus move speed aura in a 500 yard radius, every 6 seconds taunts forcing enemies in 400 yard range to attack it for 0.1 seconds, 1000 base HP, can be detonated to release 30% of its damage, automatically does so when destroyed)
Hand of Reckoning (taunts and damages if they're not attacking Fred)
Puncturing Taunt (lowers armor and forces attack)
Righteous Defense (pull three foes off of an enemy and force them to attack Fred)
Shadow Lock (ultimate taunt, forces everyone in HUGE range to attack Fred in melee, take damage proportional to how far they had to move, 6% health regneration/3% for allies, 6% health degeneration for enemies, 6 seconds)
The Strength of Flesh (taunt, gives them a miss chance from their reckless attack, duration longer proportional to their HP)
Warrant (does a taunt, if the taunt hits it poisons and teleports behind enemy)
Movement Technique:
Air Dash
Ascent
Background Leap
Double Jump
Flash Step (lower cooldown)
Foreground Leap
Quickmove
Spectrumshift
DIO and Summons:
Hemo-Goblin
Spirit Bear
Summon Anti-Air
Summon Heavy Infantry
Summon Light Infantry
Summon Magic Damage
Summon Magic Support
Tornaq
Other Abilities:
Basic Starfleet Training
Basic Warrior Namek Training
Borrow Powers
Cloaking
Dissidia Block
Dissidia Evasion
Dust (Guilty Gear)
Dweomer Tongue
False Roman Cancel
Fighting Game Blocking
Fighting Game Energy
Fighting Game HP
Fighting Game Throw
Etherealization (Multicast raises cast speed)
Flight
Gear Electromagnetic Sense
Gear Enhanced Sight
Gear Flight
Gear Sonar/Radar
Gear Thermal Riding
Gear Ultrasonic/Subsonic Communication
Homing Scions (many spells have the ability to make other spells home as well as summon a crow and home the Fairie Dragon in to harass)
Masterghost (can respawn as long as the Masterghost is available)
Metamorphosis: Rift
Power Sense
Roman Cancel
Scythe Combat
Super Jump
Telekinesis
Testament's Crouching Hard Slash
Testament's Knockdown (spinning scythe attack)
Testament's Scythe Sweep
Slash
Crimson War Paint
Hemophilia
Aerial Recovery
Fighting Game Parry
Chase (can fight in mid-air in a chase mode)
Wall Climb
Hakuda
White Sun Barrier
Empower Shots
Quill Spray
Warpath
X-Magic
Use Fused Materia
Tsuriboshi (safety net of kido)
Rikujōkōrō (six rods of light)
Verbus Justiciar
Scathing Ghost (inflict damage with etherealization run-throughs)
Chaos Barrage
Destructive Malleate
Divine Sacrifice (30% of all allies' damage is put onto Fred, up to 150% of Fred's HP - allows a buffer to be healed or allows Fred to take more damage than he can normally take)
Tidal Force
Negate Super Abilities
Divine Aura
Feast
Gravekeeper's Cloak (both versions)
Death Wish
Murloc's Skin (passive, 45% magic resistance aura, every hit reduces aura by 5%, 7/9% increasing range/melee damage return every hit, cap at 70%)
Vampiric (100% vampiric, can go over max HP)
Chaos Realm
Unkir's Mana Barrier
Caster's Demise
Transference
Foul Presence (passive, -60% mana regen of enemies)
Meltdown Aura (passive, melts their armor and magic resistance per second, every enemy killed while burned or affected by the aura spreads a fiery explosion that does 7% of their HP's damage over three seconds)
Pain Works (passive, sums up all HP of all enemies and allies every second, if it goes down 20% of the difference is done as an AoE heal to allies and damage to enemies, can't trigger off itself)
Ea
Enuma Elish
Enkidu
Shunt
Creation Rebirth
Tarrasque's Invulnerability
Invulnerability
SwdTech
Digimon Master
Growth
Supernatural P.S.
Cancer Mage's Cancer
Great Thunderclap
One Power Resurrection
Inner Focus (enter Clearcasting state)
Mind Sanctum (passive, finds nearest hero, x4 Int to HP)
Faith Aura (passive, 5000 HP and 2000 TP bonus)
Inspirational Flame (passive, 15% mana boost, 200% mana regen increase, even stronger if in a fire mode)
Auras and Passives:
Arcane Chains (passive, 40% bonus Energy, consumes 70% of the mana cost of enemy spells)
Arcane Mastery (passive, bonus magic damage, 900 bonus Energy, after casting a spell all cooldowns are reduced)
Bristleback (passive, bonus damage resistance to sides and rear from both spells and physicals, every 50% of HP dealt a free Quill Spray)
Corrosive Skin
Craggy Exterior
Cursed Aura (passive, every second has 5% chance to apply a debuff that sets mana and HP regen base to zero then applies a -2 HP/TP debuff per second, can stack three times for more duration and even lower HP/TP regen)
Death's Whetstone (passive, permanent gains .7 damage per creep and 2 damage per hero, so far has gained 40 damaged)
Death Wish (passive, if would be killed instead gains 15% move speed, 20% attack speed, and bonus 45 damage, has no hit point regeneration including regen items once he goes below 0 hit points, heals and life steal items leech ΒΌ of their capability, can be triggered once every 35 seconds, can get up to -300 HP, lasts 8 seconds, will trigger before Last Stand)
De-Energization (passive, steals 8% of their magic resistance per hit, drains up to 50%)
Diffusion Aura (passive, -36% attack damage in an aura)
Dispersion (passive, disperses 20% of incoming damage in a 1000 yard area)
Divided We Stand
Dragon's Blood (passive, bonus HP regen, bonus armor)
Empowered Bulwark (passive, .25 Energy to HP)
Essence Aura (+10 Energy, 20% chance to restore 40% of maximum Energy per ability that uses Energy)
Flesh Heap
Granite Shield (passive, shield with 10% of HP that restores after 10
seconds of not being struck)
Incinerating Aura (passive, makes enemy abilities cost more per second they're in the aura)
Master of the Mantra (passive, Aura, raises nearby cast times and does damage proportional to the cost of the abilities)
Mana Consumption (passive, burn 60 Technique Points per hit, all TP burned is turned to damage)
Mana Explode (passive, 10% chance to burn 15% of their mana and do it as damage)
Mana Surge (passive, all effects that raise allies' mana also lower cooldowns)
Manifestation (passive, creates 1 illusion every 10 seconds, can randomly switch position with any illusion every 18 seconds, max of 6 illusion)
Marksmanship (passive, massive agility increase, 50% chance of instant kill of mobs)
Mjolnir's Thunder Clap (passive, 20% chance of proccing a Thunder Clap per hit)
Muddle (passive, all stuns have chance of extending enemy cooldowns)
Multicast (spells have a chance of triggering multiple times)
Mutilating Strikes (passive, 17% of the time Fred hits an enemy unit it will not be able to physically attack, will have movement speed reduced by 40%, and will take 40 DPS over 3 seconds; adds a mini-Rupture effect)
Mystic Glutton (passive, 15% chance to steal 25 mana per hit, those being attacked have a 10% chance of having a spell fizzle, randomly consumes buffs)
Orb of Annihilation (passive, 5% loss of magic resistance per second within the aura, stacks up to 40%)
Orcish Hardiness Aura (passive, 10% max HP increase within aura range)
Regen (base of 2 a turn + 10% of Magic, becomes 20% of Magic in Dark Knight)
Sear (passive, snares foes for 20% move and attack speed reduction, raises allies' move speed that hit the target by 10% and their attack speed by 40%)
Slimy Skin (passive, reduces times of stuns or disables on Fred by 50% and units that hit him have their attack speed slowed by 25% for 7 seconds)
Spell Collector Bottle (passive, 60 second cooldown, can hold any spell in it for an instant cast, can cast some channeling spells without holding him down, presently has Black Hole in it)
Subzero Bolt (passive, all spells trigger an attack that does 55% of used Mana as damage, movement speed reduction proportional to mana used)
Temptation Aura (passive, drains 2.2 Energy + 1/40 of Magic a second from enemies and grants it to allies, takes 45% of mana for abilities cast by enemies and splits it among allies)
Testament's Poison Magic (many spells have the ability to apply poison damage, Testament's poison goes away after a successful hit)
Testament's Regeneration (can regenerate limbs quickly, blood pools back together)
Thornweaver Funeral (allies or innocents who are struck down empower Fred)
Ultima Regen
Valiant Fighter (passive, 1/2 damage from attacks that do more than 10% of HP)
Vampiric Aura (20%, melee only)
Volcanic Touch (passive, enemies killed by Fred explore for more damage)
Wall Rush (bonus damage for smashing foes into wall)
Paladin Form Only:
Cover
Nurse
Disarm
Saint Cross
Reflex
Seal of Righteousness
Devotion Aura
Holy Light (heals)
Judgement of Light
Divine Protection
Hammer of Justice
Purify (remove disease or poison effect)
Turn Undead (per day has an additional buffer for this ability ONLY based on (Charisma - 5) / 4)
Azerothian Turn Undead (Fear effect on undead)
Lay on Hands: Azerothian (heals equal to present HP + restores Energy, HUGE cooldown)
Lay on Hands: Faerunian (can daily heal HP equal to 1/2 Charisma x a multiplier, right now the multiplier is 5)
Hand of Protection (bubble an ally, they can't attack or use physical abilities, only makes ally immune to physical damage)
Redemption (Paladin out-of-combat res, does not restore to full Energy or to Energy that they had before they died)
Judgment of Wisdom
Blessing of Wisdom
Righteous Defense (command up to three foes to hit me instead)
Hand of Reckoning (taunt)
Righteous Fury (raises threat from Holy attacks by 90%)
Retribution Aura (does Holy damage in response to incoming attacks)
Flash of Light (highly mana efficient heal, can usually combine with a Shine Heal)
Sense Undead
Blessing of Kings
Summon Warhorse
Concentration Aura (reduces spell interrupt chance)
Seal of Justice (gives all melee hits a chance to stun)
Saint's Fall
Azerothian Exorcism (does Holy damage, bonus damage to undead and demons)
Jeraziah's Inner Light (heals and does damage to an AoE around the healed target)
Death Ward
Dispel Chaos
Dispel Evil
Discern Lies
Restoration (restores ability score and level drains)
Warmount (summon a celestial phoenix for warmount)
Smite Evil
Prayer (+1 on everything to allies, -1 on everything to enemies)
Dark Knight Form Only:
Chaos Wave
Dark Wave
Death Wave
Darkside
Black Sky
Night Sword (50% vampiric)
Dark Sword (damages enemy Energy and restores my Energy from damage)
Intuitive Magic: Shadow
Intuitive Magic: Death
Black Arrow
Dark Flame
Gear Dark Side Amplification (full Gear power is released in Dark form)
Angel of Judgment (Kefka full power)
Crushing Blow (inflicts Stop)
Smite Good
Dark Blessing (apply Charisma modifier to saving throws)
Detect Good
Storm of Torment
Prism of Seven
Tornado Fist
Dread (negative Armor Aura)
Kefka:
Trine (Dissidia, applies Blind and Silence)
Hyperdrive (Dissidia)
Full-Life
Mad Magic (passive, makes spells more random)
Protection of the Three Statues (passive, resists or nullifies all magic, ignore spells periodically, screw with enemy cast times and energy flows)
Forsaken Null (Dissidia)
Summon Goddess
Summon Doom
Light of Judgment (can only use as a Super)
Ultima
Thunder
Thundaga
Thundaga
Shaman:
Healing Wave
Lightning Bolt
Rockbiter Weapon
Earth Shock
Stoneskin Totem
Earthbind Totem
Lightning Shield
Stoneclaw Totem
Flametongue Weapon
Searing Totem
Strength of Earth Totem
EX Mode:
Regen (gains HP)
Proteus (shift back and forth between forms instantly)
Inner Strength (each attack is 1.5 times as powerful)
Blood Magic (absorbs damage equal to HP damage dealt)
Mad Magic II (transforms magic so it is even more bizarre and random)
Boss Tower (becomes a giant mass of monsters)
Testament's EX (triggers Testament's EX Mode, doesn't invoke cooldown)
Sun and Moon (attack if correctly performed)
Grand Magnet (attack if improperly performed)
Skills:
Enchanting
Inscription
Tailoring
Summons:
Gilgamesh (either does a random attack, randomly increases Bravery or smacks it down, or does a flurry of blows)
Peter:
Sympathetic Absorption (alter body, mind and soul through the power of compassion to learn others' abilities)
Perceptive Comprehension
Nuclear Fusion
Archer:
Multiple Lives (eleven)
Unlimited Blade Works
Unlimited Blade Dance
Tracing (can conjure any item, even artifacts, he can imagine)
Legend Shooting Bow (fires any legendary weapon at massive velocities)
Reality Marble (create a world based on the inner soul of the practitioner, for Fred it's a world of magic and hope that can produce any ability and allows the user to multi-cast endlessly; improved by Aghanim's)
Spirit Dematerialization
Reinforcement (understand an object's basic design and chemical composition sufficient to forge and improve it, reinforce objects with mana)
Magic Resistance L. A (reduced damage from all magic, ignores all spells of A rank or below or of below four lines of incantation, in effect is untouchable to modern Magi)
Mystic Forging
Projection
Shooting Hundred Heads (Hercules' bow, an anti-unit spray, improved by Aghanim's)
Flaming Scimitars
Spinning Arc Blades
Broken Phantasm (massively increases the power of any Phantasm at the cost of it detonating afterwards)
Breathe Mana (slowly regenerates mana through breathing)
Resistance (controls one's own odic highway to repel curses, at a Servant's strength)
Clairvoyance
Avalon (conjures Arthur's scabbard, shields from destructive interference from all angles and types of attack/planes/etc.)
Eye of the Mind (perfect analysis of enemies, long-distance range allowing for perfect targetting at several kilometers)
Zelretch's Sword (blade that draws in power from unlimited alternate universes to spit out endless energy, improved by Aghanim's)
Rho Aius (ultimate barrier, improved by Aghanim's)
Rule Breaker (dagger that can dispel any sorcery, improved by Aghanim's)
Kaladbolg II (an IMPROVED Kaladbolg that can pierce any target as a drill)
Hrunting (sword that homes after its target, when shot as an arrow will always home until the user stops aiming)
Battle Comprehension (massive experience combined with the Eye of the Mind gives him near-clairvoyance in addition to the Clairvoyance skill and Future Knowledge, allows him to see all options and choose the best so he is near-unbeatable as long as there is even a 1% chance of victory)
Future Knowledge (being a Guardian Spirit and having been into the future and past, knows about the future and past)
Counter Guardian Spirit
Summon Servant
Sexual Recharge (recharges energy through sex)
Fragarach (ultimate counter-attack, improved by Aghanim's)
Argon Coin (summons a dragon when thrown to the ground)
Arondight (bonus to all stats, x2 saving throws, bonus dragon vs. all dragons and dragon-types, improved by Aghanim's)
Durandal (three miracles, improved by Aghanim's)
Gae Bolg (always strikes the heart, reverses causality: the heart is skewered even before the thrust, impossible to dodge or guard, incredibly economical - even Lancer could use it seven times without recharge; can be thrown, instead turning the curse into a flawless AoE, improved by Aghanim's)
Gae Buidhe (wounds cannot be healed - permanently lowers HP,
Gae Daerg (destroys all magical defenses, makes useless any enchanted weapon, perfect anti-Noble Phantasm)
Vimana (flying machine)
Invisible Air (compressed layers of wind that distorts the invisible blade inside of it, acts as a protective wall)
Prelati's Spellbook (a prana core that can be used for high-level magecraft and to summon water demons, improved by Aghanim's)
Gram (Volsung saga sword, also known as Balmung, strongest demonic sword/dragon slayer)
Merodach (Genzai: Original Sin, model of both Caliburn and Gram)
Harpe (scythe used to kill Medusa, kills immortals - wounds cannot be bio-regenerated except by the normal natural rate of regeneration that a real creature can have)
Gae Buidhe
Ionioi Hetiarioi (summon Iskander's army)
Gordius Wheel (Iskander's chariot, improved by Aghanim's)
Via Expungiato (ability performed by the Gordius Wheel)
Blood Fort Andromeda (a massive dome, the blood of the dome melts enemies down to absorb them as mana, allows me to absorb them into me for Buu processing, the excess prana lets Fred exceed maximum MP)
Breaker Gorgon (visor used to contain Rider's eyes, can be used to seal eye-based powers, can be used to trap enemies in Fred's consciousness thereby helping to absorb them, absorb powers from dreams and souls for energy)
Bellerophon (bridle of Pegasus, raises all parameters by one when held, improved by Aghanim's, Pegasus makes massive shockwaves from its wings, turns it and the rider into a beam of light)
Zabaniya: Delusional Heartbeat (creates a mirror image of the heart of the assassination target with an ether clump, a dual existence that resonates with the original one. By crushing the fake heart, he can crush the real one with this curse without laying a finger on it. As he is really crushing a fake heart, any physical defense is meaningless. To resist the curse, it is not endurance that matters, but the magical power, to prevent him from creating the dual existence at all; no effect on evil spirits or those who hearts are specifically cursed, improved by Aghanim's)
Zabaniya: Cyber Fantasy (turn the entire brain of the target into gunpowder to explode, blowing up the upper half of the body, improved by Aghanim's)
Excalibur (improved by Aghanim's)
Medea's Golden Fleece (summons phantom beasts including dragons, improved by Aghanim's)
Monohoshizao (summon Sasaki's blade for Tsubame Gaeshi)
Black Saber's Dark Armor
Dark Excalibur (improved by Aghanim's)
Tora-Shinai (demonic shinai)
Black Key (throwing sword used to repel demons and ghosts, strikes spiritually, the blade is created mid-flight spiritually, pins shadows to prevent foes from moving or running, can be inscribed with additional sigils to do additional effects: summon crows to eat the body or paralyze or dehydrate)
Azoth (amplifies magical energy, used in lieu of a staff)
Berserker (Berserker's stone blade, taken from a temple to Heracles himself)
Rider's Nail
Dark (True Assassin's throwing dagger)
Kaleidostick (improved by Aghanim's)
Zelretch's Chest
Emiya Kiritsugu's Thompson Contender (causes necrosis to appear on the body part in question, ignores most armor except top-grade armor, is a huge handcannon, damage done is virtually impossible to repair since it severs and binds, mages trying to defend against it get their magic circuits destroyed, improved by Aghanim's)
Volumen Hydragyrum (blade made out of mercury, can attack with the shape of a whip, a spear or a blade that rotate freely, sharper than a razor; like a current of hyper high pressure, it can even cut through titanium and diamond, best damage at the edge of the circumference, defensive mode is automatic, reacting immediately to anything that can harm Fred or the user, protecting him with a thin, hyper hard membrane stretching around him) [copy in Gate of Babylon is loaned to Brandon, improved by Aghanim's]
Emiya Kiritsugu's Walter WA2000 (infrared used to read auras and figure out enemy magicians' styles and placement of prana circuits)
Knight of Honor (pick anything up and use it as a D Rank Noble Phantasm, hijack others' weapons)
For Someone's Glory (hide as other Servants, make it seem as if his actions were performed by another)
Command Spells (empower a summon or Servant to perform impossible actions a limited number of times)
Dress of Heaven (conjure a Mystic Code, allows the soul to become material, can turn enemies into gold)
Projection Machine (a projector that produces a cat familiar that is indestructible as long as the suitcase functions)
Puppets
Demon Blood Castle (giant golems)
Magecraft
Independent Action (allows Fred to use Servant-level powers without a Master, get prana from allies)
Servant Ally Reinforcement
Servant's Super Speed
Servant's Super Agility
Bounded Field Time Manipulation (use the properties of a Bounded Field to simulate bullet time)
Weapon Knowledge (learn abilities from the history of weapons he picks up)
High Speed Divine Incantation
Perceive Status (perceive all enemies' powers and abilities in a format one understands)
Fin Shot (lowers HP with a finger bang like motion and is the equivalent of a gun)
Sea of Flames
Spontaneous Combustion
Jewel Magecraft
Kenaz (rune that enhances eyesight)
Ath nGabla (forces a deathmatch)
Argos (amazingly good barrier, as strong as God Hand)
Atlas (traps people with atmospheric pressure)
Rain of Light
Ansuz (ignition rune)
Spatial Transference (teleportation)
Counter Magic (stops prana and magic circuits, thus stopping spells)
Geis
Bravery L. A+ (passive, increased melee damage)
Charisma L. A+ (passive, ability to lead an army, so powerful that it has become magic-level)
Divinity L. A (passive, nearly-full deific power)
Eternal Arms Mastership L. A+ (passive, operate at full capacity even under any mental influence)
Eye of the Mind, Fake L. A (passive, honed sixth sense for danger, also ignores effects of concealment and obstruction)
Heart of Harmony, L. B (prevents the loss of efficacy of the same move against an opponent, attacks can't be perceived by foes)
Prana Burst, L. A (passive, charge attacks with prana, at this rank can sunder anything that isn't a divine mystery)
Presence Concealment L. A (passive)
Expert of Many Specializations L. A+ (passive, master of all other skills at B+)
Vitrification L. B (resistance/immunity to mental interference, hide one's presence)
Protection from Arrows L. B (defend against any projectiles coming from an opponent he can see)
Monstrous Strength L. B (increase strength by channeling monstrous nature)
Protection from Wind L. A
Protection of the Fairies L. A (induce a temporary Luck boost)
Disengage L. C (disengage from combat, bonus effect of resetting conditions for the disengager)
Riding L. A+ (ride any beast including phantasmal and god beasts)
Mystic Eyes L. A (Cybele petrification eyes)
Mystic Face L. C (charm effects the moment someone looks upon my face)
Projectiles (Daggers) L. B (thrown projectile weapons are now comparable to bullets)
Rune Magic L. B
Military Tactics L. B (tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized; bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm)
Mental Pollution L. A (possessing a distorted mentality, it is highly possible to shut out any mental interference Thaumaturgy)
Mad Enhancement L. B
Librarian of Stored Knowledge L. C (tons of personalities and lives with random knowledge, total recall)
Battle Continuation L. A (must endure a fatal wound to be impeded, can't really be whittled down or bled out)
Territory Creation L. A (create up to a Temple to enhance one's powers)
Item Construction L. A (capable of making healing potions that grant limited immortality)
Caster's Prana Resistance (superior to modern magecraft, can resist a spell even once it's been completed)
Tsubame Gaeshi Prototype (improved by Aghanim's)
Delusional Assassin Prototype (split into eighty, stats are divided but still stronger than just one)
God Hand (passive, super armor - all attacks below rank EX are negated, makes more difficult to stagger/spell push-back, can take a few hits without being stopped by being struck first, adapts to enemy attacks over time; improved by Agahnim's)
Caladbolg (improved by Agahnim's)
Houtengeki (improved by Agahnim's)
Golden Rule (makes it trivial to acquire wealth)
Gungnir
Invisible Sword
Freezing Sword
Mirror Shield
Merits:
Geomancy (treat opponent like they have one lower rank of resistance)
Defense+
Counter
Magic Counter
FF Item Use (can use at a distance, can use items on other people, don't have to search through inventory)
Learn
HP +20% (raises max HP by 20%)
Jump +3
Vehemence (when on, raises offense by 50% at the cost of 50% defense)
Power Attack
Bonus Accessory Slot
Lifestream Enhanced Swordplay
Enhanced Materia Use
Battlegen Items (create items by breaking arenas)
Dissidia Item Drop
Dissidia Bravery
Magi: Magic to HP
Magi: Magic to Durability
Magi: Magic to Speed
Magi: Magic to Celerity
Magi: Magic to Stamina
Magi: Magic to Strength (Specialty)
Magi: Magic to Precision
All Foes Are Equal (can harm virtually any enemy)
Blessing of the Sanguine (bonus HP, bonus resistance to air, bonus HP regen, reduced bleeding damage and duration, bonus resistance to morale-reducing effects and bonus morale, bonus to inspiration, bonus to air damage)
Blessing of the Choleric (bonus Strength, bonus physical damage, bonus Offense, all powers scale with passion, bonus resistance to flame, bonus to flame damage)
Blessing of the Melancholy (bonus Wisdom, bonus to earth damage and effects, bonus to resisting and purging poison, lower poison duration and damage, bonus to Bluff/Sense Motive/Empathy checks)
Blessing of the Phlegmatic (bonus Intelligence, bonus magical damage, bonus to crafting and science skills, bonus to water damage and effects)
Shape Magic (shape magic to form permanent and self-forming dweomers, more efficiency, more duration, learn Magi-based duration effects)
Illusionist's Half MP
Blood Price
MP +30%
Great Fortitude (bonus x3 to HP, +750 HP/Strength, +20 HP regen, bonus damage, bonus resistances)
Marksmanship
Learn (passive, learn Blue Magic spells)
Shaman Talents:
Improved Healing Wave (5/5, lowers cast time)
Ancestral Healing (3/3, all critical heals add a temporary buff that reduces physical damage taken by 10%)
Tidal Focus (2/5, all healing spells cost 2% less)
Tidal Force (1/1, activated gives a 60% bonus to critical chance on most healing spells that declines after each successful crit to 0%)
Paladin Talents:
Divinity (5/5, increases all healing done by and done to Fred by 5%)
Divine Strength (2/5, increases Strength by 6%)
Stoicism (2/3, reduces stun duration by 20%, reduces chance of dispelling HoTs and buffs by 20%)
Anticipation (2/5, increases dodge chance by 2%)
Divine Sacrifice (1/1, grants Divine Sacrifice ability)
Toughness (3/5, reduces snare durations on Fred by 18% and increases armor value from armor by 6%)
Equipment:
Rod
Phaser
Tricorder
Scythe of Testament
Retractable katana
Starfleet battle armor
Legend Sword
Razor's Edge (Gunblade) [teaches Empower Shots]
Gungnir [teaches Shinkenryu]
Buster Sword [teaches Drain Barrier]
Blood Sword [teaches Font of Vitality - HP draining move]
Wyrmhero Blade: Erdrick's Sword [teaches Martyr Shield]
Firebute
Wounding Club
Ashura
Cure Staff
Hermes Sandals [teaches Ascent]
Sprint Shoes
Vanguard (10 HP a second regen, +100 HP)
Commander's Crest (+3 Strength, +2 Stamina, +2 Durability, +2 HP)
Shadowfang (one-handed sword, fires a Shadowbolt as proc)
Hide of Fenrus (+3 Celerity, +1 Speed, +2 Stamina, +2 Durability, +2 HP)
Seal of Sylvanas (+4 Stamina, +4 Durability, +4 HP, +2 Strength)
Deathstalker's Mark (+2 Celerity, +2 Speed, +2 Offense, can be activated to activate a shadowy Sprinting Wind Walk that combines bonus damage + Shadow Meld + move speed)
Aghanim's Scepter
Millenium Tree Libram of Clear Light:
+10 Energy and Magic
Stores negative energy, gives a +30% check to processing/absorbing power and a -30% to chance of being corrupted
80 Energy that can be siphoned, replenishes fully every 24 hours
Bonus damage to vampires, demons, supernatural enemies
+20% to Diplomacy and Medical Doctor
Can cast five spells per day from the following pool: Realm of Chaos, Sorcerous Fury, Impervious to Energy, Magic Net, Little Force and Invincible Armor
1/5 of HP healed by Lay on Hands is also added as Energy to both Fred and target
When Shine Heals crit, x2.5 the multiplier, give 15% of their crit in Energy to the target and gives a ticking Energy regen buff to Fred
One Shine Heal per turn is a free action
Bonus healing crit rate
Teaches Verbus Justiciar
Sun and Moon Armor Set:
Sun and Moon Greaves (does either Holy or Darkness damage depending on form)
Sun and Moon Sabatons (in Holy acts as Fairy Boots to walk on air/water/teleport to allies ONLY for Cover or as a movement action, in Darkness acts as a speed boost) [teaches Magi Teleport]
Sun and Moon Gauntlets (does either Holy or Darkness damage depending on form)
Sun and Moon Armor (bonus to bodily Durability/AC/resistance, chest has become a snarling mouth that raises Horror Factor and allows him to fire either a large charged holy or unholy blast)
Sun and Moon Helmet (grants darkvision, immune to blinding light effects and resistance to Blind status effect) [teaches Searchlight]
Shoulders of the White Stag and Black Lion (bonus to Intimidate checks and Awe/Horror Factor) [teaches Radiant Wings - Cecil's Paladin default air combo]
Shield of Ebon and Ivory (reflect or absorb various attacks using the dark or light side of the shield) [teaches Sacred Cross, air move that knocks foe into Chase]
2 Piece Bonus: Reduces HP cost of abilities that sacrifice HP by 10%
3 Piece Bonus: Reduction from 2 piece bonus goes up to 20% and heals allies in an AoE, extends this effect to damage taken by Cover
5 Piece Bonus: +10 HP minimum to all cure effects
7 Piece Bonus: Absorbs Darkness
Mount:
Poltergeist
God of Magic (when mounted, amplifies Fred's magic power)
Poltergeist's Halbard
Blaster
Stop
Metal Cutter
Phantasm (causes Sap to all enemies)
Wave Cannon
Lore
Aero
Crypt Dust (unblockable, Zombies enemy)
Flare Star (deals an amount of damage equal to the level of the lowest living character times 80 divided by the number of characters in the party to all opponents; it is fire-Elemental, unblockable and ignores defense and Split Damage)
Meteo
Meteor
Familiar:
Valandar the Faerie Dragon:
Share Spells: All buffs or effects I want to effect the fairie dragon do so
Immunity to sleep and paralysis
Heat Metal - L. 1
Fairie Fire (Damage) - L. 1
Fairie Fire (Debuff) - L. 1
Dancing Lights (Damage) - L. 1
Dancing Lights (Effect) - L. 1
Invisibility - L. 1
Alertness - L. 1 (shared Alertness)
Improved Evasion - L. 1
Empathic Link - L. 1
Euphoric Breath - L. 1 (if fails save, wanders around in a blissful confusion)
Arcane Breath - L. 1
Replicate Arcane Spell - L. 1
Replicate Druid Spell - L. 1
Telepathy with Fairie Dragons - L. 1
Detect Magic - L. 1
Glitterdust - L. 1 (covers area in glittery dust)
Obscuring Mist - L. 1
Charm Monster - L. 1
Warp Wood - L. 1
Luck Curse - L. 1
Amplify Damage - L. 1
+10% to Diplomacy and Spot checks
+10 feet per round
Cybernetics:
Wired Reflexes (+10 Celerity, Speed and Precision, bonus to called shots and aimed attacks)
Amplified Hearing (+8 Celerity, Speed and Precision, advanced defense against rear attack and ambush, initiative bonus)
Electromagnetic Psi-dampener (+10% save v. psi, +20 Psi for purpose of psychic defense)
Cyber-armor
Headjack
Current Trainers:
Cecil
Gilgamesh
Kefka Palazzo
Testament
Worf and Picard
Archer
Peter Petrelli
Trainer options [different order from before]:
Kimimaro
Badcat
Testament
Piccolo
Axl Low
Naraku
Anji the Shining King
DIO:
Fred
Divided We Stand (x3)
Tornaq
Valandar
Poltergeist
Cancer Mage's Cancer
Servant
Ideas/Strategies:
Kaleidostick to get Bankai
Use UBW/Lecarde to get into Fred's inner world
Inner Focus for Forsaken Null, Ultima, etc.
Spirit Form, use all channeling moves
In Borrowed Time, use all HP-burning moves to max out HP and share with allies
Do the type of Exploder that does damage equal to HP when in Borrowed Time
Kaleidostick + Peter's power