Here is Kamek the Ref's Kode of Battle. It's out of date now but I kept it around for posterity. >:O

This Kode is out of date. If you want information on the current battle system, or KtR's contact info, or whatever, click here.

KAMEK THE REF'S KODE OF BATTLE

INTRODUCTION: WHAT IS BOTVGH ARENA?
PART 1: THE GOAL
PART 2: JOINING
PART 3: GETTING STARTED
PART 4: STATUS EFFECTS
PART 5: JOB CLASSES AND EXPERIENCE
PART 6: HAZARDS
PART 7: VARIOUS INFORMATION
PART 8: MINI-EVENTS AND STORYLINES
PART 9: THE END OF BATTLE/REF BOMBS

APPENDIX 1: NETNAVI CHIPS
APPENDIX 2: F.A.Q
APPENDIX 3: REMOTES

v20.0, last updated 4/16/06

RECENT UPDATES:

4/16/06: The NetNavi chips have been upgraded in a big way. CT no longer resets when KOed, though it does decrease slowly. The EWACS Mecha's Reinforcements skill has been changed. A few items (notably the SSBM items) and hazard sets have been upgraded as well, and Mega Man X has been expanded/modified big time. Even the interruption hazards are stronger overall. A good amount of new Bosses History hazards, too. Dreamlanders can no longer copy Travelers (and their MAtk is lower), the Chemist's Health ability was upgraded, Magikoopas in Training got nerfed slightly, and there are various other clarifications and such through Part 5.
2/13/06: The first update of '06 is a long time in coming, then again, my system isn't quite what it used to be. Regen and Poison have been tweaked again; they go off at 5-tick intervals instead of randomly. Drain is no longer a basic skill; it is exclusive to the undead classes (and Traveler, of course). To accomodate this change, it works differently as well. Made some miscellaneous updates to Part 3 and Part 7, tweaked Parts 4 and 5, and of course, more hazard updates... a few here in MUGEN, Items, and Final Fantasy, a few there in Bosses History, Donkey Kong and ATHF, and a lot of them in Mega Man Weapons and Materia. Updated the FAQ.
10/22/05: Lots of new hazards: Final Fantasy, Other RPGs, Items, BOTVGH, Flame of Recca, Donkey Kong, and Bosses History. Geomancers and their ilk have gotten a speed boost in exchange for Hazard Focus effectiveness. Another new ??? status change (Damage Split) is in. Arms Dealer and Afro Warrior have been unlocked by The Silent Strider and Ashton, respectively. Expect a FAQ update fairly soon (hopefully by year's end).
8/15/05: Arms Dealer and Afro Warrior are now locked job classes, since their original owners no longer visit the arena. There are updates to Bosses History and a new Item, while the Other RPGs set has been completely redone. Some new ??? status changes. Added "surge word" to definitions in Part 7. Regen and Poison now work differently, and are more effective.

INTRODUCTION: WHAT IS BOTVGH ARENA?

BOTVGH Bosses is a subdivision of BOTVGH Arena, which was originally a forum for #botvgh chatgoers to fight against each other in one-on-one matches. It was a turn-based battle system, based partially on strategy and partially on luck, and things were pretty freestyle. Two people would fight and one person (usually me or Diskmaster) would be the "referee", keeping track of HP and MP, whose turn it was, whether attacks hit or missed and how much damage they did, etc. Eventually, Neo-Kamek came along and had the idea for multiple people to fight against a common enemy or enemies, and thus BOTVGH Bosses was born. Since then, many advances have been made in the way BOTVGH Arena and BOTVGH Bosses are run. Turn-based became a CT system similar to Final Fantasy, job classes with special attributes and abilities were added, and so on. Hazards (outside forces that would affect the battle every so often) existed before Bosses was created, but when Bosses came along hazards were expanded and improved. For two years, boss battles were held in Neo-Kamek's #botvgh_bosses channel, until he left the community and briefly banned everyone from the channel. It has since become available again, but I like the classic #botvgh_arena and that's where I host my battles now.

As of late, I usually host weekly battles on Wednesday nights at 9:00 pm EST, and I sometimes host on Monday nights as well. New players are always welcome, though it's recommended that they sit and watch one battle first so they have an idea of what's going on. You can read the Kode, but there's no substitute for seeing the system in action.

Arena and Boss battles are held on IRC, in #botvgh_arena. I can't give the IRC server address here, because of general troll/lamer problems; if you want to know, ask me through e-mail or AIM (HCuz1). mIRC is strongly recommended, but any IRC client should work.

Other people run boss battles as well. As of this writing, Neo-Kamek is the only other official referee besides myself, and several people run their own battles on their own time in their own channels. Their battles run off the same basic premise as mine and usually have the same base rules, but things like job classes and hazards vary widely from ref to ref. Neo-Kamek has his own Kode, so I won't be discussing his system here. I may make some references to Neo-Kamek's systems (past and present; he's had a few over the years), which tend to be fairly well-known and often imitated (but never duplicated).

Those are the basics. The nitty-gritty stuff is listed in the rest of the Kode and in the F.A.Q.

PART 1: THE GOAL

90% of the time, your goal as a team is to defeat a boss enemy or enemies. A boss is defeated when its HP (Hit Points) goes to zero, if it becomes petrified, or if it becomes removed from battle (or "sneezed") by a hazard. If the heroes are defeated by any combination of those three effects, they lose. During a mini-event (see part 8), your objective may be different; in these cases, your goal will be clearly stated before battle. If a fighter (usually a hero) is using the "Leap" skill and hence MIA, s/he is considered Unable To Fight. Being MIA for other reasons, however, is okay.

You have a wide range of basic battle actions; it's pretty much freestyle, and you can use a long RP description of your attack or just say "I throw 18 MP at the boss". You can cause damage with physical attacks or magic attacks (which use Magic Points, or MP). You can cure yourself or allies by using magic, as well. You can even use magic to try and add status changes to yourself or someone else. (See Part 4.) If a teammate's HP goes to zero, and they are KO'ed, you can bring them back to life with magic. Basically, there's no shortage of actions available to you. And that doesn't even account for job class specialties, which will be explained further along. All job classes (except those without MP) have access to basic offensive, curative, and status-inducing magic, though some are more effective than others. In addition to magic, universally-usable actions include physical attacks, jump and dig attacks, charging attacks, meditating or osmosing for MP, and the rarely-used Hazard Strike.

Depending on your performance and results of the battle, you'll earn experience points. See Part 5 for specifics.

Depending on hazards and such, your goal (and possibly the reward) may change mid-battle. Read on for more info.

PART 2: JOINING

When the boss battle starts (usually around 9:00 pm EST) the referee will open entries. At this point, anyone who wishes may join by informing me that they're in.

In almost all boss battles, fighters will be asked to choose a job class. Different job classes have different HP and MP values, varying strengths and weaknesses, and most classes possess unique, special abilities and attributes. Once you choose a class, you are stuck with it for the remainder of the battle (unless it's changed by a hazard). The job classes you can use are determined by your experience points, or EXP; if you have a lot of EXP, you get a lot more options. For more information on EXP and job classes, see Part 5 of the Kode.

If a boss battle gets too large, problems inevitably arise. For this reason, I have put up a limit of no more than 10 heroes per boss battle. If there are more than 10, I will not start the battle until someone withdraws. If you're gracious enough to back out, you'll earn 2 EXP. (However, no EXP will be rewarded if you never intended to battle and are just trying for cheap EXP.) Ideally, I'd prefer for those with the MOST EXP to deign to those who have LESS EXP, but I won't usually enforce this.

Note that your Trance Gauge, unlike most stats, carries over from one battle to the next. If you ended your last battle with a nearly-full Trance gauge, select a class with good Trance abilities. (There's more info on Trance in Part 3.) Your trance info is saved on the name you usually use, so if you're going to fight as a different character, I'd advise you to NOT change your nick until AFTER you've been added to the battle.

Once you've picked a job class, the ref adds you to the battle and you are given voice. Once the ref has enough entries, he closes entries and the boss is introduced! Often, the boss's stats will be hidden. Your only clue to his stats will be that his HP and MP bars will change colors when he's running low on either one. Or, you may scan to view his stats.

If you're pathetic enough to have negative EXP, your job class choices will be limited to Red Mage and a series of useless "joke" job classes.

PART 3: GETTING STARTED

My system utilizes a speed system like the one seen in most Final Fantasy games (and is explained in detail in Final Fantasy Tactics). When you join, you are given random starting CT (anywhere from 0 to 100 - it's now part of the character-adding protocol). This adds a bit of randomness to battle, and makes it so that multiple people with the same Speed won't always move at the same time. The battle advances in "ticks" (the standard arena time unit). Every tick, your CT increases depending on your speed. When it reaches 100 or higher, you get a turn. The higher your speed, the more often you get turns; speed can be increased or decreased in mid-battle by certain status effects (see Part 4). For a better explanation of CT, see Neo-Kamek's Kode.

  • The Trance Gauge This is a feature I added in October 2002... actually I stole it from Final Fantasy IX, but that's beside the point. Your "trance gauge" (TR for short) is listed alongside your HP and MP, and its maximum is 10. Every time you take a hit from an enemy or hazard, your trance gauge increases by 1 (2 if you have the High Tide status). The increase is the same regardless of how much damage you take. If it reaches full, you go into Trance; your special abilities and stats change depending on your job class. The trance gauge carries over from battle to battle, so if you end one battle with 7/10 on the gauge, you'll start the next fight with 7/10. You can NOT increase the gauge via joker battles or one-on-ones, and your gauge will not increase if you're already in Trance. If a battle ends while you're in Trance, you cannot carry over the Trance to the next battle; you'll start at 0. Most bosses will not be able to Trance, but there are exceptions. Note that some bosses can use Trance like a Limit Break (FF7/FF8/NK's system), ending it immediately to perform one super attack. (Should you find yourself fighting Shin Akuma, this is how he'll perform the Raging Demon.) Note that when you achieve Trance, you immediately lose all negative status; however, it CAN be added back on.
  • What is Trance, exactly? To quote from Final Fantasy IX: "Trance is induced by a surge of emotion. You could say that the origin of trance comes from hostility. The hostile energy of the enemy's attacks induces Trance. That's why being attacked by your allies can't cause Trance."

  • When the Trance Gauge does NOT increase The Trance Gauge will NOT increase in the following instances:
  • You take damage from an ally's attack. (That is, friendly fire will not increase the gauge.)
  • You block an attack with something like an Aura. The attack has to actually drop your HP to increase your trance gauge.
  • The attack is indirect. (You can't achieve trance from things like poison damage.)
  • The attack causes a status ailment but does not actually deal damage. As previously stated, an attack has to actually drop your HP to increase your trance gauge.
  • You are KO'ed by an attack. (Trance doesn't do you much good if you're out cold on the floor.)
  • Certain "???" status changes will prevent your trance gauge from increasing.
  • Multi-hit attacks and hazards increase the gauge by ONE. Using Multistrike won't cause the gauge to go up three times, and so on.
  • If you're Metal, you won't even feel the impact of attacks, and hence the gauge will not increase. However, any attacks that ignore Metal will cause your trance gauge to increase normally. Likewise, attacks from Tiny fighters will not increase the gauge.
  • If the damage can ultimately be traced back to an allied action, the trance gauge will not increase. For instance, counterattacks will not increase the trance gauge.
  • You are already in trance.
  • The Critical Rule You will be unable to finish off your enemy until his/her HP appears in red, which means their HP is low (below 20%). By the same token, enemies will not be able to finish you off in one move unless they have a special technique to bypass the critical rule (such as Doom). Hazards also go by this rule, unless it's stated otherwise. There are some rare instances when the critical rule may be disabled or ignored (usually hazards). If a single attack or hazard hits multiple times, then as with the Trance gauge, it's treated as a single attack; the same applies to attacks used while under Quick status.
  • Ref's Ruling You can decide MP cost of attacks, but the damage is calculated by me. You can ask for projected damage on an attack before you use it, if you wish. Also, in any other matters, the ref's decision is FINAL. Failure to comply may result in you being penalized. Physical damage is based on the attacker's Atk stat and the target's Def stat. Magic damage is based on the attacker's MAtk stat and MP used, and the target's MDef stat. Magic damage decreases by 50% if used on multiple targets. The exact formulas are in the FAQ.
  • Healing Healing spells heal double the MP cost to one person, and half the MP cost to an entire team. However, white mages and the like get a much better MP:HP ratio. Any job class may cast healing spells as long as it has MP.
  • Basic Magic Attacks As long as you have some MP, any fighter may use magic attacks against an enemy. However, you may only use up to 20 MP in this fashion. If you use any more, the resulting attack will automatically target everyone in play.
  • Status Effects Many status effects -- both positive and negative -- can be cast by any fighter with sufficient MP. There are some exceptions, though. In addition, some job classes have special bonuses relating to status effects; for instance, one job class can add status effects for reduced MP costs, while others can apply them to multiple fighters at once.
  • Wait Your Turn Don't attack until your turn is announced. Premature attacks won't be counted and may even be penalized. The only exception to this is if you won't be around for your next turn, you are allowed to set a pre-set attack. (Similarly, you can't use a skill like Block until after I've rolled accuracy.)
  • Move On Your Turn I don't have all day. When it's your turn you're expected to move. Otherwise, you'll be penalized on every turn you miss. If you know (or even think) you're not going to be around for your turn, set a pre-set move. If you get disconnected or something like that, your move will be decided by a majority vote among your allies. If you miss multiple turns with no presets or replacements, penalties may be assessed.
  • Spells' Accuracy Attack spells never miss, unless you're blinded or the target is airborne, MIA, or otherwise unhittable. Abnormal condition spells have a 100% success rate when used on your team; 50% when used on opponents. (However, if an ally has Reflect, you can bounce a status spell off of him for a perfect success rate.) Offensive and status magic will miss if the target has "Shadow" status.
  • Physical attacks' hit rate is based on the attacker's "Accuracy" stat and the defender's "Evade" stat. The higher your Accuracy, the better the chances are of the attack hitting, while higher Evade means that attacks miss more often. Assuming both stats are equal, the hit rate is fairly high (about 90%). Each successful hit has a 25% chance of being a critical hit, which causes extra damage (slightly less than double the normal amount). Note that Accuracy and Evade are NOT PERCENTAGES. The exact formula, such as it is, is in the FAQ.
  • Charging You may charge up to 3 times (some items increase that number). Charging increases the potency of your moves, but if you charge to max, the enemy may get wise and take defensive measures. There's more info under status boosts. Note that some skills require charges to activate. Charging is best used strategically; if you use it solely to power up your attacks, it'll be rather inefficient.
  • This should go without saying, but only one attack per turn. You can't attack AND heal in the same turn, or use physical AND magic attacks. One or the other. The exception is if you have Quick status, which enables you to act twice in one turn, or a Trance skill such as "Doublecast" which enables consecutive spells. By definition, X-Magic is another exception.
  • Quick - When you have Quick status, you get TWO ACTIONS in one turn, not two separate turns. So, for instance, if you have both Paralysis and Quick status, you only call ONE coin flip. If you call it, you get two actions, otherwise, you get none. The same applies if you're Confused, Berserk, and so on.
  • Keep It In The Battlefield All refs, and the crowd, are shielded. Try to attack them, and you'll take the damage. Likewise, crowd interference is prohibited. This isn't pro wrestling.
  • Item Grabbing When an item hazard occurs, the item lands on the arena floor. You may use your turn to pick up the item, after which it may be used. Thieves and like classes may pick up one item without using up their turn, and Pirates and Outlaws may pick up items out-of-turn to a limited extent. Note that items do not carry over from one battle to the next, so don't grab items just for the sake of grabbing them. An item which is marked [IU] will automatically take effect once you pick it up; if you pick up an item marked (IU OK), you may choose to use the item immediately or hold onto it. The same applies when items are handed off. Items that appear in an Item Box cannot be IUed except when distributing items, and the same applies when using Loot.
  • Early Exits Fighters who leave early without a good reason will be penalized instantly, regardless of whether they are KO'ed or petrified. You'll rack up penalties if you miss too many turns, and you may earn less EXP (or none at all) post-battle. The ref may also choose to withhold bonuses like Wasted Trance.
  • Late Entries I generally don't allow late entries, except to replace someone who left. Sometimes I'll allow late entries if I think the heroes will need more manpower than they have at the outset. There are also a couple of hazards and surges that allow for late entries...
  • You may not attack your own teammates or heal the opposition, unless there's a good reason for it (such as Reflect). Doing so will draw penalties.
  • One Man, One Fighter One fighter per player. You may not control two people, nor may you replace someone if you're already fighting. NO EXCEPTIONS.
  • The Revival Rule Life spells, unless used by a white mage or the like, heal for HALF the MP cost and require a minimum 10 MP. Anyone may cast Life spells, if they have the MP for it.
  • If you're a spectator, behave. If the crowd gets rowdy, I'll mute the non-fighters.
  • Keep it in perspective. It's just a game.
  • Wasted Trance If you achieve Trance in a battle, but do not receive any turns (whether you are KOed or the battle ends), you have two options: your Trance gauge can be set to 8 instead of 0, or you can opt for 1 EXP consolation. This definition of "wasted trance" applies regardless of whether your trance skills are active or passive. If you get a turn while in Trance, but cannot act due to a status effect (such as Paralysis), your trance gauge will be reset to 6 and you cannot ask for EXP.
  • Wasted Battle If you don't get a single turn for the entire battle, you get 3 EXP as consolation. If you get turns, but lose them all to status effects, you get 2 EXP.
  • Explosion Rule If you explode, you're permanently removed from the game and cannot be revived. Damage is based on 1d(your HP) plus 1d(your MP). This means that a full-power fighter could potentially do very little damage with an explosion, so it's a big risk. Exploding also raises the hazard bar an extra notch.
  • The Final Word What the ref says, goes. Do not try to argue with him. Nothing good will come of it. If what I'm doing DIRECTLY contradicts something in the Kode, or if I just messed up, you can correct me, but otherwise, the ref gets the final word. Period.
  • More Info See Part 7.
  • PART 4: STATUS MODIFIERS

    It's a good idea to know these. Some of these are not that severe and easy to remedy, but some status modifiers can really turn the tide.

    (Status Ailments) (??? Status Ailments) (Status Boosts) (??? Status Boosts)

    STATUS AILMENTS
    These are the negative status changes. Unless otherwise indicated, inflicting a status ailment costs 7 MP (10 MP if you want to deal damage as well) and requires a coin flip unless, for some reason, you're using it on an ally. Also, all status ailments can be cured with a Remedy spell unless otherwise noted. Status ailments can usually be blocked with a Safeguard (see Status Boosts).

  • Attack Down - Physical power (Atk) drops by 30%. 41 ticks.
  • Defense Down - Physical defense (Def) drops by 30%. 41 ticks.
  • Magic Attack Down - Your magic attacks (MAtk) lose some potency (30%). Just about any attack that uses MP counts as magic (exceptions include Multijump and certain job class specialties like Climhazzard). Since healing moves aren't attacks, they're not affected by this status; neither are fixed-damage attacks like Flare. 41 ticks.
  • Magic Defense Down - Magic resistance (MDef) drops by 30%, and you take more damage from enemy magic. 41 ticks.
  • Accuracy Down - Your accuracy (Acc) drops by 30%, and your physical hit rate drops. 41 ticks.
  • Evade Down - Your evade rate (Evade) drops by 30%, making you an easier target for physical attacks. 41 ticks.
  • Poison - You lose HP at 5-tick intervals. HP loss is random, between 1 and 10% of your max HP. 41 ticks.
  • Confusion - At the start of your turn, a coin is tossed. If you call it right, you move as normal. If you call wrong, you'll perform a random action (Physical, charge, job class specialty, wild surge, random magic spell, etc.) on a random target. 41 ticks. Unlike most systems, you do NOT become un-confused if you get hit. May prevent use of certain Interrupt and Passive skills.
  • Paralysis - At the start of your turn, a coin is tossed. If you call it right, you move as normal. If you call wrong, you lose that turn. You retain any charges you have, but otherwise it counts as a turn. 41 ticks. May prevent use of certain Interrupt and Passive skills.
  • Blindness - If you are attacking, whether physically, magically, or through Hazard Focus, you must call a coin toss. Call incorrectly, and the attack will miss. Lasts 41 ticks. This applies even to "never-miss" techniques like Swift.
  • Mute - Since magic is so key to the Arena, this status can be crippling. You can't use magic while mute. Luckily, it only lasts 21 ticks.
  • Scarecrow - The opposite of Mute. This makes you unable to use physical attacks. Lasts 31 ticks, or until the target runs out of MP. Also, fighters cannot be scarecrows and muted at the same time, nor can they be scarecrows with no MP. (Taken from Mario RPG)
  • Missing In Action - Your next few turns are skipped, but you cannot be hit. For the most part, only hazards can inflict this, and it cannot be remedied. Your CT still increases while you're MIA (so it's not like petrification). Duration varies, default is 11 ticks.
  • Petrified - You become an immobile stone statue, unable to move or fight. You cannot be damaged or cured while in this state. Also, CT resets to 0 and stays there until you're cured. Indefinite, lasts until remedied. If the only fighters on a team are Petrified, the team loses. This costs 10 MP to use, but is only usable by black mages, bosses and hazards. Costs 15 MP to remedy.
  • Asleep - On your turn, a coin is tossed. If you call the toss right, you wake up (waking up uses the turn). If you call wrong, you continue sleeping and repeat on the next turn. Costs 18 MP to inflict. It's indefinite, but you can be woken up if someone hits you with a critical hit (or if you're remedied).
  • Dispel - Not really a status effect in itself. Costs 7 MP, this removes all positive status changes from the target. Powerful status boosts, such as Quick, require more MP to remove. Innate status cannot be removed.
  • Seizure (a.k.a Virus) - Something you don't wanna end up with. This causes 1 HP damage with every tick. Indefinite, can be remedied using 12 MP. Cannot be added by standard means. (See Final Fantasy 4 or 5)
  • Tiny - 31 ticks. All attacks by you -- physical, magical, or otherwise -- do 1 damage. Costs 24 MP to add and 7 to remedy. Doesn't affect non-attack skills. Enemies won't feel your attacks, and thus their trance gauges will not increase.
  • Imp - 21 ticks. A very powerful status which cannot be inflicted by standard means. This locks off magic and job class skills, and all you can do is attack the enemy for physical damage (or use items if you have them). Can be remedied for 20 MP. If they have the MP for it, Imps MAY cure themselves of the status... however, that's the ONLY magic they can cast. Job classes which cannot use physical attacks are immune to this status. (Final Fantasy 6)
  • Embarrassment - Indefinite and cannot be cured (except by Amnesia Dust). Cannot be inflicted by standard means and will not come up as a "random badstat". This disables a fighter's special techniques and also lowers their stats by a huge margin (Atk/Def/MAtk/MDef become 15). If someone using the V. G. Fighter class is KO'ed, they receive this status. This is one of the most powerful status ailments in existence.
  • Slow - Lasts 41 ticks and can only be added by certain classes. While in effect, this decreases your speed by 30%.
  • Stop - Lasts 21 ticks and can only be added by certain classes. While in effect, this sets your speed to 0. Requires 12 MP to remedy. If your turn comes up while Stopped, you may still take the turn as normal.
  • Death Sentence - Lasts 19 ticks and cannot be added via normal means (so far, only hazards and a couple of blue magic spells can cause it). When the timer on this status expires, you are KO'ed instantly. It's not curable via standard means (except by a witch doctor), but you can soften its impact with Life 3.
  • Undead - You take damage from healing techniques, while on the upside, Drain and Osmose work in reverse on you. 31 ticks, not normally castable, and it's one of the few status effects that will not go away even if you're KO'ed. Note that multi-target healing will miss you completely. Undead fighters CAN be revived normally.

  • ??? STATUS AILMENTS
    These status effects, listed only as "???", is spawned chiefly by Boo Cuz and Ref's Choice hazards. Can be cured normally unless otherwise noted. Here are some of "???"'s more common effects.

  • Charge Down - Charging makes attacks weaker instead of stronger.
  • Undead - This is more dangerous if you don't know about it.
  • No Critical - The critical rule doesn't apply to you if this is "???"'s effect.
  • Coin Hates You - All coin tosses will be rigged against you. You may not use dice or cards or the like to get around this.
  • Burned - If you take an action, you will be KOed instantly. (Final Fantasy 9)
  • Frozen - This is like Stop in that it sets your speed to 0, but in addition, you'll be KOed instantly if hit with a physical attack. (Final Fantasy 9)
  • Emotionless - Trance is fueled by a fighter's emotions. If this is the nature of "???", your trance gauge will stop increasing.
  • Can't Run Can't Hide - Any attacks targeting you will connect, regardless of success chance.
  • Shitty Aim - Any attacks by you will miss, regardless of success chance. Does not apply to attacks that always hit, like most offensive magic.
  • Wild - All magic spells have a 25% chance of wild surging. Cannot be cured normally.
  • Glitchfest - All magic spells have a 50% chance of glitching. Requires 20 MP to remedy.
  • Faith - All your spells have double effect, but so do incoming magic spells. This is listed as both an ailment and a boost. Cannot be cured normally. (Final Fantasy Tactics)
  • Innocent - You cannot use magic, nor are you affected by it. This is listed as both an ailment and a boost. Cannot be cured normally. (Final Fantasy Tactics) 
  •  

    STATUS BOOSTERS
    These are the positive status changes. Unless otherwise indicated, giving someone a status boost costs 7 MP and does not require a coin flip unless you're using it on an enemy (there are times when you may want to do that). Also, all status boosts can be nullified with Dispel unless otherwise noted.

  • Attack Up - Your physical power (Atk) increases by 30%. 41 ticks.
  • Defense Up - You take 30% less damage from physical attacks. 41 ticks.
  • Magic Attack Up - The potency of your magic attacks (MAtk) increases by 30%. 41 ticks.
  • Magic Defense Up - You'll be better protected from enemy magic (30%). 41 ticks.
  • Accuracy Up - Lasts 41 ticks. Raises accuracy (and hence hit rate) (Acc) by 30%.
  • Evade Up - Lasts 41 ticks. Your Evade rate (Evade) increases by 30%, making you tougher to hit.
  • Regen - Lasts 41 ticks and is the opposite of poison. You gain semi-random amounts of HP at 5-tick intervals, determined by your max HP.
  • Morph - Costs 10 MP, lasts until dispelled or MP runs out, but can be disengaged at will. (Demorphing uses a turn but is free of MP.) While this is in effect, you will lose MP constantly (1 MP per tick). However, all magic and skills will cost half the usual amount of MP. This is great if your job class relies on its MP, but for more physical-oriented jobs, this can be more of a hindrance than a help. Morph may not be added to another fighter.
  • Reflect - Lasts 31 ticks. All magic used on you will reflect to a random target on the opposite side. This includes ALL magic except Dispel, Ultima, Reflect???, Status HaXX0r, target-alls (such as Double Wave or Crusader), and the Level (number) spells. Also, spells can only reflect once. While Reflect is useful for protecting you from enemy magic, it's a two-sided coin because it won't protect you from physical attacks or hazards, and what's worse, you'll have a hard time healing yourself, so use this with caution. If you reflect a status spell, it will have the same success rate (so if you reflect a Mute spell off of yourself onto an enemy, it will have a perfect success rate). If you reflect a multi-target spell off of multiple targets, it will deal 2x damage regardless of how many targets it bounced off of.
  • Berserk - Lasts 31 ticks. While Berserk, your physical attack power doubles and your speed increases by 2. However, on your turn, you must call a coin flip; if you call wrong, you'll automatically use a physical attack on a random enemy. Obviously, this is most useful on physically-oriented fighters; it's not something you want a mage to end up with. It could be considered a boost or an ailment depending on the situation, but for my purposes, it is a goodstat. May prevent use of certain Interrupt and Passive skills. Job classes which cannot use physical attacks are immune to this status.
  • Charging - You can use a turn to power up, or charge. You can charge up for a maximum of 3 turns before unleashing the powered-up move. You can also receive 3 charges instantly from some hazards, and some items may let you charge even higher. Charges cannot be stored -- they must be used immediately (unless you're using the Hunter or Hammer Brother job class). Charges have no effect on status effects or jumps. Charging, which costs no MP, is more of an MP-saver than an attack booster. Each charge increases your Atk and MAtk by 40% (not cumulative; three charges will increase the stat by 120%, for instance). You cannot give charges to other combatants. Certain job class skills (such as Smash-All) require one or more charges to use.
  • Quick - Costs 30 MP and lasts 21 ticks. A very useful (and hence costly) status that allows you to act twice on your turn. Costs 30 MP to dispel. (Final Fantasy 5 and 6)
  • Final Strike - A special status only available through a hazard. When your HP reaches 0, you get a turn immediately before dying. (You cannot use that turn to revive/cure yourself.) Non-dispellable, lasts until you die.
  • Life 3 (a.k.a Auto-Life or Reraise) - Costs 50 MP (20 for white mages and witch doctors) and cannot be dispelled. When you are KO'ed, you're auto-revived with 20% of your max HP. Lasts until you die. (Final Fantasy 6)
  • Vanish - Lasts 31 ticks and renders you immune to physical attacks and Navi chips. Cannot be used in tandem with Reflect. Be warned that physical attacks have a 20% chance of ignoring Vanish.
  • Shadow - Lasts 31 ticks and renders you immune to magic attacks and non-sword Navi chips. Cannot be used in tandem with Vanish. Be warned that magic attacks have a 20% chance of ignoring Shadow. Costs 15 MP. (Megaman Battle Network 2)
  • Remedy (a.k.a Esuna) - Not really a status effect in itself. Costs 7 MP, this removes all negative status changes from the target. Powerful status ailments, such as Petrify, require more MP to remove. Innate status cannot be removed.
  • Airborne/Underground - Like a Dragoon, you too can jump, or dig, or fly, or whatever. I treat all those moves the same way. They cost no MP. While airborne, you cannot be hit except by Swift (or Aim or Shouryuken, if the enemy can use those). It lasts 3 ticks, after which you automatically attack the desired target and land. Damage from jumping is physical. For 5 MP you can also attempt to Multijump, landing multiple times. (You will continue to attack the opponent until a coin flip comes up tails OR you fail an accuracy roll.) Dragoons and like classes do extra damage with jump attacks, while Lancers can Multijump at no MP cost. Jump cannot be dispelled, but it's rather easy to avoid. You cannot send someone else airborne. The only difference between jumping and digging is that some hazards will hit jumpers but not diggers; others will hit diggers but not jumpers. There's more info in Part 6. CT does not increase while jumping/digging.
  • Aura - Lasts until broken, the Aura is worth a minimum of 10 HP and absorbs any attacks that aren't strong enough to break it. If an attack is too powerful for it, it will absorb the damage but break afterwards. Strength of the barrier is determined by MP cost (Witch Doctors can make a 20-HP aura free of charge). Auras do NOT weaken over time, and can NOT be dispelled by normal means. However, attacks have a 20% chance of bypassing auras. If this happens, the aura will not break, even if the attack is powerful enough to break it. (Megaman Battle Network)
  • Metal - All incoming attacks do 1 damage. However, you become heavier and your speed drops by 2 while this is in effect. 31 ticks, costs 24 MP to add but only 7 to dispel. May not be used in tandem with Auras of any strength. Also, you become insensitive to pain, and your Trance Gauge will not increase. You'll still take normal damage 20% of the time.
  • Safeguard - Renders one immune to bad status. Indefinite. Can be added only by a Witch Doctor (20 MP) and can be dispelled for 20. Badstats can still sneak through, but there's only a 20% chance of that happening.
  • Haste - Lasts 41 ticks and can only be added by certain classes. While in effect, this increases your speed by 30%.
  • Trance - Lasts 31 ticks and cannot be added normally. While in effect, this changes your special commands and/or your stats. (See the job class list for more details.) Trance is induced if your Trance gauge reaches maximum, but some hazards may cause it instantly. While you are in Trance, your trance gauge will not increase. Trance may not be removed by ANY means, and it cannot come up randomly as a "random status boost". (Final Fantasy 9)
  • High Tide - You can achieve Trance faster; the gauge increases at twice its usual rate. Indefinite, cannot be added normally. (Final Fantasy 9)
  • Magic Sword - This is sort of a magic "charge" that is applied to physical attacks. You can receive it from "random goodstat", but other than that, the only way to receive a magic charge is to use a job with the Magic Sword ability. Allies can "contribute" up to 20 MP at a time to your charge, and there's no upper limit to how much magic you can hold. When you choose to release the charge, it will be treated as a physical attack using Atk and Def... however, damage will be calculated using the magic formula. If your class has a lot of physical power and/or the enemy is weak physically, Magic Sword is a great way to pile on the damage. It can be dispelled. Magic Sword can also be used with certain physical-based skills, ask the ref for details.

  • ??? STATUS BOOSTS
    These status effects, listed only as "???", are spawned chiefly by Boo Cuz and Ref's Choice hazards. Here are some of "???"'s more common effects. And no, the ref won't tell you what it is. They can be dispelled normally unless otherwise noted.

  • Power Shielded - When hit, always counter for the same amount of damage. (Earthbound)
  • Economizer - All magic costs 1 MP. (Final Fantasy 6)
  • Guts - All hits are critical hits.
  • Inflict Badstats - Each time you physically attack the enemy, you will also add a random status ailment (ignoring Safeguard).
  • Mine3 - You're protected by a land mine. Anyone who tried to attack you will pay the price. Cannot be dispelled. (Megaman Battle Network)
  • Hazard Immunity - This could very easily save your butt, but in a few rare instances it might not be so useful.
  • Coin Loves You - All coin tosses are rigged in your favor.
  • Sniper Sight - All attacks by you will connect, regardless of accuracy.
  • Auto-Batdodge - Any attacks targeting you will miss, regardless of success chance. Does not apply to attacks that always hit, like most offensive magic.
  • Damage Split - When you take damage, you will drain half the damage dealt from your attacker. Does NOT work in reverse on undead targets.
  • Faith - All your spells have double effect, but so do incoming magic spells. This is listed as both an ailment and a boost, and cannot be dispelled. (Final Fantasy Tactics)
  • Innocent - You cannot use magic, nor are you affected by it. This is listed as both an ailment and a boost, and cannot be dispelled. (Final Fantasy Tactics)

  • PART 5: EXPERIENCE AND JOB CLASSES

    After each battle, fighters will be awarded EXP based on varying factors. As you gain EXP, you gain levels, and as you gain levels, you gain access to more, stronger, job classes.

    After a new fighter has fought in one battle, s/he may choose two Level 2 job classes and one Level 3 job class. S/he then has access to all of these job classes at any time; this enables new fighters to kick some ass right away without fighting a bunch of fights first. You may change your job preferences ONCE and ONCE ONLY. Make sure your choices will tide you over until you hit the appropriate EXP level to use other job classes!

    You earn:
     

  • 4 EXP if you win, and if you put on a good fight. It helps if all fighters move promptly and don't need presets, but this is no longer a requirement. Basically, if you impress the ref, you might get a little something extra. But remember, the original EXP system wasn't built for people to earn 4 EXP per battle; that was a later addition. 4 EXP is not easy to earn.
  • 3 EXP if you win, and if you were there from start to finish.
  • 3 EXP consolation if you go an entire battle without receiving a single turn.
  • 2 EXP if you win, and contributed a fair amount to the battle (despite missing some turns).
  • 2 EXP if there are more than 10 entries and you drop out. If you come back later mid-battle (say, as a replacement), you LOSE those 2 EXP, but earn whatever "replacement" EXP you earn.
  • 2 EXP is earned for randomly-spawned ref bombs, but these are rare.
  • 2 EXP consolation if you go an entire battle and lose ALL your turns to status effects like Paralysis or Confusion.
  • 1 EXP if you lose.
  • 1 EXP if you give minor contributions (taking over for someone while they go to the bathroom).
  • You may opt for 1 EXP if you achieve Trance but do not get any turns while in Trance.
  • No EXP is earned for joker battles (battles in which it's either impossible to win, or impossible to lose). Also, if a battle goes horribly awry and is refbombed early, no EXP will be awarded and trance values will not be saved... usually, however, there will be a retry.
  • The ref may withhold EXP entirely if you leave early without a good explanation. ("I'm bored" isn't a good explanation.)
  • If you do something really boneheaded, and especially if it costs your team a win, the ref may choose to penalize you EXP.
  • Heroes who violate "Law Card" laws will earn reduced EXP post-battle. ("Law Card" is a rage.)
  • If a hazard removes you from the battle, you will still earn full EXP for a win or a loss... since hazards are beyond your control, it's not fair to penalize for that. However, if the removal is in exchange for something (such as EXP), you do not earn additional EXP at the end of battle. Also, some hazards specify "is sneezed and earns no EXP".
  • All EXP values may be changed via hazards and the like. You can also gain or lose EXP from hazards and wild surges.
  • I will NOT nuke your EXP. EVER. Even if I hate your guts. Even if you ask me to. I'm well aware of how hard it is to earn EXP in my system and it's my personal experience that people tend to change their mind about that sort of thing. There are people who have been banned for years yet still have EXP.
  • 5 free EXP on your birthday. You must be somewhat active in the system to qualify for birthday EXP.
  • EXP is non-transferrable.

  • Levels come as follows:
     

  • You start at Level 1.
  • Once you earn 80 EXP, you go to Level 2.
  • When your EXP hits 200, you go to Level 3.
  • You level-up again at 350 EXP.
  • You reach the ultimate, Level 5, at 600 EXP.
  • There are rumors of a Level 6 at 1000 EXP, but these have not been verified...
  • Custom job classes are a rare quirk and they're very difficult to obtain normally, though there IS a way. Custom jobs don't have any EXP requirements, but they're exclusive; you can't use someone else's custom job class.

  • Now as for job classes, here they are.

    (Skills in yellow are action skills, or standard turn actions. Skills in blue are attributes that are applied to your normal fighting technique. Skills in red are passive skills that activate automatically. Skills in green are interrupt skills; they may be performed out of turn, but you have to initiate them yourself.)

    LEVEL 1 JOB CLASSES
    (Black Mage) (White Mage) (Time Mage) (Knight) (Blue Mage) (Gambler) (Dragoon) (Mimic) (Zombie) (Monk) (Bard) (Archer) (Thief) (Ninja) (Geomancer) (Rune Knight) (Red Mage) (Summoner) (Witch Doctor) (Barbarian) (Mechanic) (Engineer) (NetNavi)

    LEVEL 2 JOB CLASSES
    (Black Wizard) (White Wizard) (Wild Mage) (Time Wizard) (Blue Wizard) (Paladin) (Berserker) (Black Belt) (Red Wizard) (Lancer) (Call Scripter) (Elementalist) (Robot Master) (Chemist) (Shinobi) (Fireball Thrower) (Hunter) (Bandit) (Moogle)

    LEVEL 3 JOB CLASSES
    (Assassin) (MageNavi) (Necromancer) (Hammer Brother) (Grappler) (MagiTek Knight) (MagiTek Trooper) (MagiKoopa in Training) (Captain) (Dreamlander) (Junior Ref) (Cow) (Judo Warrior) (Sage) (Offensive Specialist) (Defensive Specialist) (Pirate)

    LEVEL 4 JOB CLASSES
    (Outlaw) (MagiKoopa) (Sorcerer) (General) (Cow General) (Psycho Veldt Kid) (V. G. Fighter) (Street Fighter)

    LEVEL 5 JOB CLASSES
    (Traveler) (Shapeshifter)

    CUSTOM JOB CLASSES
    (Arms Dealer) (EWACS Mecha) (Afro Warrior) (Prototype Robot Master)

    LEVEL 1 CLASS: Black Mage
    These little guys command powerful magic to bring the opponent to his or her knees. Great if you're looking to deal a lot of damage in a little time, they have both single-target and multi-target attacks.
    STATS (35 HP) (75 MP) (35 Atk) (40 Def) (75 MAtk) (65 MDef) (45 Acc) (55 Evade) (10 Speed)
    SKILLS (Damage-All x2) (Break) (Doom) (Flare) (Mass Badstat)
    TRANCE (Doublecast)
    * Damage-All x2 - Multi-target damage is not reduced.
    * Break (10 MP) has a 50% chance of turning an opponent to stone. Becomes 100% if cast on an ally.
    * Doom (15 MP) has a 50% chance of instantly reducing an opponent's HP to 0. Won't work on some bosses.
    * Flare (35 MP) is a powerful single-target attack, dealing 100-200 damage.
    * Mass Badstat (14 MP) allows you to cast run-of-the-mill 7-MP status ailments (such as Mute and Blindness) on all members of the enemy team. 50% success rate per enemy.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 1 CLASS: White Mage
    While black mages specialize in burning things and making big craters, white mages are defensive characters who keep the team fit and fighting.
    STATS (45 HP) (70 MP) (30 Atk) (40 Def) (40 MAtk) (65 MDef) (35 Acc) (55 Evade) (10 Speed)
    SKILLS (Cure x2) (Life x2) (Mass Goodstat) (Restore) (Life 3)
    TRANCE (Doublecast)
    * Cure x2 - Doubles your efficiency when casting Cure spells.
    * Life x2 - When reviving allies, they recover HP equal to the MP cost of the spell. This is double the normal amount.
    * Mass Goodstat (14 MP) allows you to cast run-of-the-mill 7-MP status boosts (such as Regen and Vanish) on all members of the ally team. 50% success rate per ally.
    * Restore (20 MP) instantly restores the target to full HP, and can be used on both living and KO'ed combatants. It also removes status ailments. Has no effect on Undead fighters, however.
    * Life 3 - White Mages may cast this spell for 20 MP instead of the usual 50.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 1 CLASS: Time Mage
    With the addition of a speed system comes this class, the only Level 1 class (outside Witch Doctor/Engineer) which can add the Haste and Slow status (7 MP each, 50% for Slow).
    STATS (50 HP) (70 MP) (40 Atk) (40 Def) (60 MAtk) (50 MDef) (40 Acc) (55 Evade) (10 Speed)
    SKILLS (Haste) (Slow) (Comet) (Wormhole) (Time Travel)
    TRANCE (Doublecast)
    * Comet (20 MP) is a little something extra that Time Mages can do. It's like a mini-Flare, and deals 50-80 damage to the target.
    * Wormhole (10 MP) creates a wormhole which you can use to travel through time. If, later in the battle, you find yourself in a dire situation, you can travel through the Wormhole (see below), and the battle will revert to the way it was when the Wormhole was created. If it's not used within 21 ticks, it will disappear. You may not create a Wormhole if there's already one in play.
    * Time Travel - Use a Wormhole to travel back in time. You may only use this skill once per Wormhole.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 1 CLASS: Knight
    I like swords.
    STATS (75 HP) (25 MP) (105 Atk) (80 Def) (30 MAtk) (60 MDef) (75 Acc) (40 Evade) (11 Speed)
    SKILLS (Counter) (Cover) (Slash) (Incision) (Laceration) (Impale) (Block)
    TRANCE (Atk x2)
    * Counter - Like Marth or Roy, you too can block incoming attacks and strike back with double the damage. However, beware: you can only block one attack per turn, and hazards cannot be countered.
    * Cover - Defend an ally from harm for one turn. Only works against physical and single-target magic attacks.
    * Slash - Deals physical damage to the enemy, with a 50% chance to dispel good status. If the attack misses, so will the dispel. (Damage is 75% that of a normal attack.)
    * Incision - Deals half physical damage; however, you get two chances to hit. That is, if the first accuracy roll fails, you get another one.
    * Laceration - Deals double physical damage, but has half accuracy. (That is, the attack has roughly a 50% chance to hit AFTER the initial accuracy roll. Base accuracy is not affected for the attack. The same applies to Impale, below.)
    * Impale - Deals 4x physical damage, and has 25% accuracy.
    * Block - If an enemy attacks you physically, and you react within 5 seconds of the accuracy roll, you have a 50% chance to defend against the hit and nullify all damage. Blocking an attack will also stop any secondary effects.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.

    LEVEL 1 CLASS: Blue Mage
    One of the more popular classes, blue mages can learn certain enemy spells for use in later battles.
    STATS (50 HP) (80 MP) (65 Atk) (35 Def) (40 MAtk) (35 MDef) (65 Acc) (50 Evade) (9 Speed)
    SKILLS (Learn Blue Magic) (Blue Magic)
    TRANCE (Doublecast) (Observation)
    * Learn Blue Magic - If you're hit with a certain spell, it's added to your blue magic list.
    * Blue Magic - Use any spell in your blue magic list... provided you have the MP for it. There is a list of blue magic further along in the Kode. Bear in mind that new spells are being discovered all the time...
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.
    * TRANCE ABILITY: Observation - When in trance, a blue mage merely has to SEE a spell to learn it.

    LEVEL 1 CLASS: Gambler
    Feeling lucky? Give this class a spin! Gamblers rely on luck to win.
    STATS (50 HP) (50 MP) (??? Atk) (50 Def) (40 MAtk) (50 MDef) (50 Acc) (50 Evade) (11 Speed)
    SKILLS (Slot) (EXP Rain) (Stat Reroll)
    TRANCE (Slot II) (Atk x2)
    * ??? Atk - Gamblers attack with dice. Damage is determined by rolling 4d6, rather than using Atk/Def.
    * Slot - Each of three windows can pop up a number one to five. If none of them match, all three numbers are multiplied, and that amount of damage is dealt to all enemies. If two numbers match, the three numbers are multiplied, and that amount of HP is healed to all allies. If all three numbers match, that many wild surges are spawned.
    * EXP Rain - Uses your EXP to damage one target. Damage dealt is 50-100 per EXP used, and you can use up to 4. Also, there's a 50% chance of keeping your EXP and getting the damage for free!
    * Stat Reroll - Used on yourself or an ally, this alters one stat of your choosing: Attack power, Defense, Magic power, Magic Defense, Accuracy, or Evade. There's a 50% chance of doubling the stat, but if that doesn't work, the stat will decrease by 50% instead! This skill is stackable, for better or worse.
    * TRANCE ABILITY: Slot II - Works like the slot command, but the slot windows now range from 0 to 8. It's potentially very powerful... but you could get nothing at all!
    * TRANCE ABILITY: Atk x2 - Rolls 8d6, rather than 4d6, for a physical attack.

    LEVEL 1 CLASS: Dragoon
    Dragoons rule the skies with their impressive jumping ability.
    STATS (70 HP) (40 MP) (95 Atk) (70 Def) (30 MAtk) (40 MDef) (70 Acc) (40 Evade) (12 Speed)
    SKILLS (Jump dmg x1.5) (Multijump (first 2 hits)) (Dragon Might)
    TRANCE (Power Jump) (Dragon Sword)
    * Multijump (first 2 hits) - Any class can use Multijump, but for a Dragoon, the first 2 hits are guaranteed. It still costs 5 MP though.
    * Dragon Might (8 MP) gives one target Attack Up and Magic Attack Up for 41 ticks, and one other random status boost.
    * TRANCE ABILITY: Power Jump - Allows you to stay airborne until Trance expires. You toss down spears every 3 ticks, dealing jump damage to all enemies.
    * TRANCE ABILITY: Dragon Sword - Attacks with 2x power. Drains HP and MP from the target.

    LEVEL 1 CLASS: Mimic
    Help me... I'm trapped in an invisible box...
    STATS (50 HP) (50 MP) (45 Atk) (45 Def) (45 MAtk) (45 MDef) (45 Acc) (45 Evade) (9 Speed)
    SKILLS (Mime)
    TRANCE (Mime 2)
    * Mime - Lets you mimic anything done during your allies' last five turns. If it's a spell, you can do it free of MP charge. However, damage/effects may not be the same. (For instance, if an ally tried to mute the boss and failed, you can attempt it free of charge.) You cannot mimic Passive and Interrupt skills.
    * TRANCE ABILITY: Mime 2 - Allows you to mimic ANY previous ally action, excluding your own.

    LEVEL 1 CLASS: Zombie
    Braaaaaains... *shot by Tom D*
    STATS (120 HP) (75 MP) (85 Atk) (85 Def) (85 MAtk) (85 MDef) (85 Acc) (85 Evade) (13 Speed) (Undead(*))
    SKILLS (Drain) (Bypass Safeguard)
    TRANCE (Atk x1.5) (MAtk x1.5)
    * Drain - A variable-cost magic spell, that is, you choose the MP cost. You will deal half magic damage (a 20 MP drain will deal 10 MP worth of damage), and the damage will be absorbed as HP. Since zombies can't be healed normally, this is the most efficient way for them to recover lost health.
    * Bypass Safeguard - Allows you to inflict status ailments even if the target is safeguarded. This only works with run of the mill 7-MP ailments, such as Confusion and Silence. This also bypasses other, less-common protection, such as Reflect and Shadow, but ONLY for status ailments.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.

    LEVEL 1 CLASS: Monk
    Monks are fast and furious fist-fighters.
    STATS (60 HP) (40 MP) (60 Atk) (55 Def) (30 MAtk) (50 MDef) (50 Acc) (70 Evade) (12 Speed)
    SKILLS (Multistrike) (Strike-All)
    TRANCE (Pummel) (Bum Rush)
    * Multistrike - Your physical attack throws three punches, allowing up to three hits instead of just one.
    * Strike-All - Deals a full-potency blow to all enemies.
    * TRANCE ABILITY: Pummel - Performs a Multistrike on all targets.
    * TRANCE ABILITY: Bum Rush - Deals 5x physical damage to the target.

    LEVEL 1 CLASS: Bard
    Bards frighten easily and they have poor stats, but they make an able support class.
    STATS (50 HP) (50 MP) (30 Atk) (30 Def) (30 MAtk) (30 MDef) (30 Acc) (30 Evade) (10 Speed)
    SKILLS (Distract) (Encourage) (Hide) (Tranquil Song) (Sing)
    TRANCE (Melody) (Lullaby)
    * Distract - Distracting an enemy has a 50% chance of reducing its CT by 20, thus giving your allies more time to attack.
    * Encourage - Encouraging an ally has a 50% chance of raising his/her CT by 20.
    * Hide - If there's one thing bards have ALWAYS been good at, this it it! At any time, go MIA for 11 ticks to avoid damage. When you return from MIA, you cannot hide again until after you've had another turn. (In other words, no chain-hiding.)
    * Tranquil Song - Don't let your emotions get the better of you. Playing this song for an ally gives them High Tide, but costs you 12 MP.
    * Sing - Has a 50% chance of inducing one random badstat, ignoring safeguard. 10 MP.
    * TRANCE SKILL: Melody - Success rate of Sing goes to 100%, but MP cost goes to 15.
    * TRANCE SKILL: Lullaby - Puts all enemies to sleep, ignoring safeguards, at a 75% success rate.

    LEVEL 1 CLASS: Archer
    A trained archer can hit any target.
    STATS (50 HP) (50 MP) (80 Atk) (50 Def) (50 MAtk) (50 MDef) (70 Acc) (70 Evade) (10 Speed)
    SKILLS (Aim) (Cripple) (Precise Shot)
    TRANCE (Arrow Rain)
    * Aim - This is an attribute applied to all physical attacks, which gives them 100% accuracy... even if the opponent is in the air, etc. The only things that can stump Aim are Blindness and Vanish; after all, you can't shoot what you can't see. Aim can even be used to snipe MIA targets! Certain skills may even be Aimed; however, skills with a flat hit-rate (such as Backstab) and skills that penalize you for missing (such as Crush) are not among those.
    * Cripple - Deals half physical damage, and has a 20% chance of reducing the target's speed by 2.
    * Precise Shot - Requires one charge. Deals 3x physical damage to one target.
    * TRANCE ABILITY: Arrow Rain - Fires 3 to 5 arrows at full potency. Single target.

    LEVEL 1 CLASS: Thief
    Thieves steal from the rich and give to themselves. Or something like that.
    STATS (50 HP) (50 MP) (65 Atk) (40 Def) (25 MAtk) (40 MDef) (50 Acc) (55 Evade) (13 Speed)
    SKILLS (Steal) (Steal Item) (Steal Stat) (Grab Item) (Backstab)
    TRANCE (Capture) (Robbery)
    * Steal - Like stealing in the FF games, this steals from the enemy even if they're not holding any items. Has a 50% chance of success. The item stolen is random.
    * Steal Item - Has a 50% chance of stealing an item held by the enemy.
    * Steal Stat - Attempts to steal the target's Atk, Def, MAtk, MDef, Acc, or Evade. If successful, the target loses 10% of that stat, and you may keep it or give it to an ally. However, stat-stealing only has a 25% chance of success.
    * Grab Item - You can grab an item off the arena floor, and still take another turn.
    * Backstab - A physical attack with a flat 50% hit rate. If it hits, it will deal critical damage. This skill is usable by some higher-level classes as well; it can NOT be used in conjunction with skills such as Multistrike or Aim, and it ignores Accuracy and Evade.
    * TRANCE ABILITY: Capture - Allows you to attack while stealing. Can be used in conjunction with Backstab, but if your attack misses, you won't steal.
    * TRANCE ABILITY: Robbery - Steals 3 random items from the target. Items may be held or random.

    LEVEL 1 CLASS: Ninja
    The ninja lives in shadow and is trained to kill with no remorse...
    STATS (50 HP) (50 MP) (70 Atk) (50 Def) (55 MAtk) (40 MDef) (55 Acc) (70 Evade) (15 Speed) (ITEMS: Shuriken x4)
    SKILLS (Auto-Counter) (Dual Wield) (Throw Item)
    TRANCE (Auto-Haste) (Atk x1.5)
    * Auto-Counter - When attacked physically, there's a 75% chance that you'll automatically strike back with a physical attack of your own.
    * Dual Wield - Multistrike it ain't, but with dual wield you can use two full-potency attacks in one move.
    * Throw Item - Discards a held item to deal heavy damage to the enemy. ANY item may be thrown, even curative items like Potions. Damage dealt depends on the item thrown.
    * TRANCE ABILITY: Auto-Haste - Your speed increases.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.

    LEVEL 1 CLASS: Geomancer
    Geomancers manipulate their surroundings to help them win battles. In the case of BOTVGH Arena, "surroundings" refers to hazards.
    STATS (50 HP) (50 MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
    SKILLS (Hazard Control) (Hazard Focus) (Hazard Protect)
    TRANCE (Free Focus) (Hazard Change)
    * Hazard Control - Geomancers may freely fill or empty the hazard bar on their turn. If filled, they may choose the hazard set, but the hazard will be unfocused... unless...
    * Hazard Focus (15 MP) - Used with Hazard Control, this focuses the resulting hazard so it works in your favor. For example, if a hazard causes damage, focusing it will cause damage to the enemies but not to you or your allies. Some hazards cannot be focused (marked as (!F)); you can take the hazard as is or reroll for a 5 MP fee. Note that the "Guest Hazards" and "Ref Bomb" hazard sets CANNOT be controlled AT ALL, and the "Arena Change", "Job Class Change", and "Ref's Choice" hazard sets can be CONTROLLED but not FOCUSED. Also, the ref is free to override any hazard that he thinks would make the fight too easy, but if this is the case, you'll get a free reroll.
    * Hazard Protect (10 MP) - Grants the target immunity to hazards for 31 ticks. Be careful, because hazard immunity applies to beneficial hazards too!
    * TRANCE ABILITY: Free Focus - Focusing hazards costs no MP.
    * TRANCE ABILITY: Hazard Change - Allows you to change the set of a randomly-spawned hazard. You cannot focus it.

    LEVEL 1 CLASS: Rune Knight
    Rune Knights possess the ability to absorb spells into their swords. Celes in Final Fantasy 6 is a prime example.
    STATS (50 HP) (50 MP) (75 Atk) (55 Def) (60 MAtk) (35 MDef) (70 Acc) (50 Evade) (10 Speed)
    SKILLS (Runic) (Magic Sword)
    TRANCE (Atk x1.5) (MAtk x1.5) (Runic)
    * Runic - You can use Runic when someone -- friend or foe -- tries to cast a spell. You have a 40% chance to absorb the spell, in which case the MP goes into your blade as a magic charge. You may only use Runic once between turns, so use it wisely! Also, to absorb a spell, you must use Runic within 10 seconds of MP usage.
    * Magic Sword - Rune Knights, Magitek Knights, Captains, and Generals may accumulate magic charges (from themselves or allies) and use them for Magic Sword attacks.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.
    * TRANCE ABILITY: Runic - Runic may be used as many times as you want.

    LEVEL 1 CLASS: Red Mage
    Red Mages are jacks of all trades and masters of none. This is the default class. IMPORTANT NOTE: ALL "SKILLS" ARE AVAILABLE FOR BOSS BATTLES ONLY, AND MAY NOT BE USED IN ONE ON ONE BATTLES.
    STATS (50 HP) (50 MP) (50 Atk) (50 Def) (50 MAtk) (50 MDef) (50 Acc) (50 Evade) (10 Speed)
    SKILLS (Barrier) (Red Sword) (Sleep) (Cure x1.5)
    TRANCE (Atk x1.5) (MAtk x1.5)
    * Barrier (8 MP) gives one target Defense Up and Magic Defense Up for 41 ticks, and one other random status boost.
    * Red Sword - IMMEDIATELY charges to maximum and then throws a physical attack. However, after using this move, you must spend one turn recovering.
    * Sleep costs 7 MP for a Red Mage, rather than the usual 18.
    * Cure x1.5 - Red Mages get a slight increase for their healing skills.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.

    LEVEL 1 CLASS: Summoner
    If there's a Level 1 class more destructive than Black Mage, this is it. Summoners can summon beings from the underworld to attack for them.
    STATS (40 HP) (60 MP) (40 Atk) (40 Def) (65 MAtk) (65 MDef) (45 Acc) (40 Evade) (9 Speed)
    SKILLS (Summon Magic)
    TRANCE (Esper)
    * Summon Magic - Allows you to summon powerful monsters from the underworld! Click here for a list of summons.
    * TRANCE ABILITY: Esper - When you summon a monster, it remains in the battlefield until Trance ends; every time your turn comes up, it performs its attack free of charge. The monster will attack even if the summoner is paralyzed or confused; by the same token, it will not attack twice if you have Quick status.

    LEVEL 1 CLASS: Witch Doctor
    With a decapitated chicken and a pot full of severed limbs, the witch doctor specializes in adding good status.
    STATS (50 HP) (70 MP) (30 Atk) (30 Def) (30 MAtk) (30 MDef) (30 Acc) (30 Evade) (10 Speed)
    SKILLS (Free Goodstat) (Safeguard) (Tungsten Remedy) (Hide) (Life 3)
    TRANCE (Voodoo Dance)
    * Free Goodstat - Any status boost that costs 7 MP can be inflicted FREE OF CHARGE. Anything more expensive can be used at half-cost unless otherwise specified.
    * Safeguard (20 MP) - Protects the target from bad status.
    * Tungsten Remedy (10 MP) - Cures Death Sentence.
    * TRANCE ABILITY: Voodoo Dance - All allies get three random status boosts.


    LEVEL 1 CLASS: Barbarian
    ME CRUSH YOU RAR. This is the best defensive class (at least on Level 1), and while its options are limited, its power is great. It now has a special skill, Crush.
    STATS (100 HP) (0 MP) (160 Atk) (100 Def) (0 MAtk) (80 MDef) (100 Acc) (50 Evade) (11 Speed)
    SKILLS (Crush)
    TRANCE (Atk x2) (Auto-Haste)
    * Crush - An attack that deals physical damage and, if it's a critical hit, resets the target's CT to 0. However, if it misses, you are Stopped for 5 ticks. This skill is usable by some higher-level classes as well; it can NOT be used in conjunction with skills such as Multistrike or Aim.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.
    * TRANCE ABILITY: Auto-Haste - Your speed increases.

    LEVEL 1 CLASS: Mechanic
    Hello Mega Man. My name is Auto. Bring me bolts and I'll build items for you!
    STATS (50 HP) (50 MP) (60 Atk) (50 Def) (50 MAtk) (50 MDef) (50 Acc) (50 Evade) (10 Speed)
    SKILLS (Wrench) (Build Item) (Item Box) (Shuffle Items)
    TRANCE (Quick Build) (Item Frenzy)
    * Wrench - An attack that deals physical damage and, if it's a critical hit, makes the target unable to act on its next turn. However, if it misses, you are Stopped for 5 ticks. This skill is usable by higher-level classes as well; it can NOT be used in conjunction with skills such as Multistrike or Aim.
    * Build Item - For a mechanic, this takes 2 turns. Pick one of the item hazard sets (Items, Megaman weapons, Materia, script items, SSBM Items, Gourmet Race, or Paper Mario Badges) and you'll start working. On your next turn, you'll receive a random item from that set. It can be given to anyone.
    * Item Box - A Mechanic always holds 5 random items. When you use one or hand one off, you'll automatically receive a new one from the magic Item Box! Note that instant-use items (such as the Hammer) can be held normally (they'll be marked [IU]), but if you choose to hand it off, it will go off immediately. You also have to take a turn to use them yourself. You may only use one [IU] item per turn, and you cannot [IU] an Item Box item as soon as you draw it. Some items are (IU OK), which means they CAN be used immediately, but don't HAVE to be.

    * Shuffle Items - Exchanges your items for new ones.
    * TRANCE ABILITY: Quick Build - The Build Item skill takes only one turn.
    * TRANCE ABILITY: Item Frenzy - Enables the Mechanic to use two items per turn.

    LEVEL 1 CLASS: Engineer
    Engineers CAN NOT ATTACK, HEAL, OR HOLD ITEMS. With that said, this is the best assist class there is... on Level 1, anyway.
    STATS (60 HP) (0 MP) (1 Atk) (65 Def) (0 MAtk) (55 MDef) (0 Acc) (70 Evade) (12 Speed)
    SKILLS (Free Goodstat) (Charge Goodstat) (Free Scan) (Build Item 2)
    TRANCE (Efficiency)
    * Free Goodstat/Charge Goodstat - Mostly the same as the witch doctor's; however, engineers can charge this ability. With one charge, you may remedy Seizure or Stop or add Shadow status. Two charges enable you to remedy Imp and Petrify, or give Life 3 status. Three charges mean you can bestow Quick or Metal status, or remove ??? stats. Charging also strengthens other goodstats (longer duration, stronger auras, etc.)
    * Free Scan - If an enemy's stats are hidden, you can view them without the usual 3 MP cost.
    * Build Item 2 - Same as the mechanic's, but only takes one turn.
    * TRANCE ABILITY: Efficiency - Innate Quick status while in Trance. It stacks with actual Quick status.

    LEVEL 1 CLASS: NetNavi
    The cyber-warriors from MegaMan Battle Network who fight using a variety of battle chips.
    STATS (75 HP) (0 MP) (50 Atk) (40 Def) (0 MAtk) (40 MDef) (70 Acc) (70 Evade) (10 Speed)
    SKILLS (Draw Chips) (Battle Chip) (Dark Chip)
    TRANCE (Program Advance) (Full Synchro) (Shuffle)
    * Draw Chips - A NetNavi ALWAYS holds 5 battle chips. If you don't like the chips you've been given, you can draw 5 random new ones. There is now a complete list of chips (and general Navi FAQ), please click here to see it.
    * Battle Chip - Use any battle chip you're holding. If in doubt, ask the ref for a description. When you use a chip, you'll get another one to take its place. If you have multiple chips with the same letter code (such as a Cannon B and a Hi-Cannon B), you can use them on the same turn. Although listed as items, Battle Chips cannot be stolen or taken away by hazards (unless the hazard specifies NetNavi chips).
    * Dark Chip - When a Navi's HP drops to critical, a sixth chip will suddenly appear in his hand. This is a very powerful chip called a "Dark Chip". If you use it, your Trance gauge will go down by 5 (or if you're already in Trance, it will end immediately). Using a Dark Chip also causes a wild surge, and there are rumors that if you use a lot of Dark Chips, a "Dark Soul" will be born within you...

    * TRANCE ABILITY: Program Advance - Allows you to combine any two chips into a single powerful attack.
    * TRANCE ABILITY: Full Synchro - Allows you to use a battle chip at 2x power. You cannot use this skill alongside Program Advance.
    * TRANCE ABILITY: Shuffle - Allows you to redraw some of your chips and hold on to others. You can do this twice in one turn, or use it once without using up the turn.

    LEVEL 2 CLASS: Black Wizard
    The Black Wizard is an upgrade of the black mage. He has all the skills of the mage, but his stats are higher and he can use the most powerful offensive technique there is.
    STATS (45 HP) (100 MP) (35 Atk) (40 Def) (100 MAtk) (65 MDef) (45 Acc) (55 Evade) (10 Speed)
    SKILLS (Damage-All x2) (Break) (Doom) (Flare) (Mass Badstat) (Ultima)
    TRANCE (Doublecast)
    * Ultima (70 MP) - This is the ultimate magic spell. It deals very heavy magic damage to all enemies, and it ignores Reflect. Its power does not drop if used on multiple targets.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 2 CLASS: White Wizard
    White Wizards are even more powerful healers than white mages. They have some offense now, too.
    STATS (55 HP) (90 MP) (30 Atk) (40 Def) (50 MAtk) (65 MDef) (35 Acc) (55 Evade) (10 Speed)
    SKILLS (Cure x3) (Life x3) (Mass Goodstat) (Restore) (Life 3) (Share MP) (Holy)
    TRANCE (Doublecast)
    * Cure x3 - Triples your efficiency when casting Cure spells.

    * Life x3 - When reviving allies, they recover HP equal to 1.5x the MP cost of the spell. This is triple the normal amount.
    * Share MP - Allows the White Wizard to "give" his/her MP to another player.
    * Holy (50 MP) - Deals heavy magic damage to a single target.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 2 CLASS: Wild Mage
    Wild Mages get the basic techniques of black, white, and time mages, and they have the MAtk of a black wizard, but they can have trouble controlling themselves sometimes...
    STATS (40 HP) (100 MP) (45 Atk) (45 Def) (100 MAtk) (65 MDef) (35 Acc) (55 Evade) (10 Speed) (Wild)
    SKILLS (Flare) (Cure x2) (Haste)
    TRANCE (Doublecast)
    * Wild - Whenever the Wild Mage casts a spell, there's a 25% chance of the spell Wild Surging and causing an additional effect. Effects range from "Target falls into a vat of chocolate pudding" to "Spell goes off, but caster sneezed". More on wild surges in Part 7 of the Kode.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 2 CLASS: Time Wizard
    Upgraded Time Mage with abilities that can turn the tide, and some pretty good offensive magic too...
    STATS (55 HP) (85 MP) (45 Atk) (40 Def) (60 MAtk) (50 MDef) (40 Acc) (55 Evade) (10 Speed)
    SKILLS (Haste) (Slow) (Hastega) (Slowga) (Stop) (Comet) (Meteo) (X-Zone) (Wormhole) (Time Travel)
    TRANCE (Doublecast)
    * Hastega (30 MP) hastes your whole team, enabling you to get a lot of turns!
    * Slowga (20 MP) slows the entire enemy team. (50% per enemy)
    * Stop (14 MP) does just what it sounds like. As with all status changes, 50% chance of success except on allies.
    * X-Zone (35 MP) attempts to remove the target from battle instantly. It has a 25% chance of success, and may only be used once per battle. Against major bosses, it won't remove them but it will reduce their HP by either 50% or 75% (depending on whether they're alone or not).
    * Meteo (70 MP) is the OTHER ultimate magic (aside from Ultima). When this spell is used, five consecutive Comet spells are unleashed on random enemies. This can actually be more efficient than Ultima, if you're fighting a single enemy and/or the enemy has good Magic Defense.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.

    LEVEL 2 CLASS: Blue Wizard
    A blue mage with a boost to HP, MP, and offensive power.
    STATS (70 HP) (120 MP) (75 Atk) (35 Def) (50 MAtk) (40 MDef) (65 Acc) (50 Evade) (10 Speed)
    SKILLS (Learn Blue Magic) (Blue Magic)
    TRANCE (Doublecast) (Observation)
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.
    * TRANCE ABILITY: Observation - When in trance, a blue wizard merely has to SEE a spell to learn it.

    LEVEL 2 CLASS: Paladin
    His sword of light increases his physical power, and his armor reduces incoming damage. He's also willing and able to take a hit for a struggling ally. Upgrade of the Knight class.
    STATS (120 HP) (40 MP) (140 Atk) (85 Def) (30 MAtk) (70 MDef) (85 Acc) (40 Evade) (10 Speed)
    SKILLS (Counter) (Cover) (Auto-Cover) (Slash) (Incision) (Laceration) (Impale) (Block) (Chivalry)
    TRANCE (Atk x2)
    * Auto-Cover - Automatically takes a hit for someone who is in the critical range. Again, doesn't work on multi-target attacks. If the Paladin is critical himself, he can't Auto-Cover.
    * Chivalry - Recovers 10-20 HP per ally.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.

    LEVEL 2 CLASS: Berserker
    An enhanced barbarian. His permanent Berserk status, coupled with his Attack power, gives him a total of 320 Atk! Berserk also increases his speed to 12.
    STATS (150 HP) (0 MP) (160 Atk) (120 Def) (100 MAtk) (100 MDef) (100 Acc) (50 Evade) (10 Speed) (Berserk(*))
    SKILLS (Crush)
    TRANCE (Atk x2) (Auto-Haste)
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.
    * TRANCE ABILITY: Auto-Haste - Your speed increases.

    LEVEL 2 CLASS: Black Belt
    The monk learns some new techniques, and gets some extra HP and Atk. Not much else to say about him, really.
    STATS (80 HP) (50 MP) (70 Atk) (55 Def) (30 MAtk) (50 MDef) (50 Acc) (70 Evade) (12 Speed)
    SKILLS (Multistrike) (Strike-All) (Chakra) (Carter's Ancient Technique of the East)
    TRANCE (Pummel) (Bum Rush)
    * Chakra - Recovers HP and MP to one target. HP recovery is 1d(your Atk); MP recovery is half of that.
    * Carter's Ancient Technique of the East - This is a secret martial arts technique perfected by Carter, so all credit goes to him for it. It has a 75% success rate and crushes all defensive barriers (except Vanish/Shadow), no matter how powerful. Applies to auras, metal, defense and magic defense up, reflect, and non-innate safeguards. One target.
    * TRANCE ABILITY: Pummel - Performs a Multistrike on all targets.
    * TRANCE ABILITY: Bum Rush - Deals 5x physical damage to the target.

    LEVEL 2 CLASS: Red Wizard
    He's... a red wizard. He gets boosted stats and a slight variant of Doublecast.
    STATS (80 HP) (80 MP) (65 Atk) (65 Def) (65 MAtk) (65 MDef) (65 Acc) (65 Evade) (11 Speed)
    SKILLS (Barrier) (Red Sword) (Sleep) (Cure x1.5) (X-Magic)
    TRANCE (Atk x1.5) (MAtk x1.5)
    * X-Magic - Allows you to cast two consecutive spells. However, you must name BOTH spells and their targets BEFORE either one goes off. This skill is usable by some higher-level classes as well; it can NOT be used in conjunction with skills such as Doublecast, nor can it be used with job-class-specific magic such as Flare and blue magic.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.

    LEVEL 2 CLASS: Lancer
    Pole-vaulting this ain't. Lancer is the second-level Dragoon.
    STATS (90 HP) (40 MP) (100 Atk) (75 Def) (30 MAtk) (45 MDef) (70 Acc) (40 Evade) (12 Speed)
    SKILLS (Jump dmg x2) (Free Multijump (first 2 hits)) (Dragon Might)
    TRANCE (Power Jump) (Dragon Sword)
    * Free Multijump (first 2 hits) - Just like the Dragoon's, but without the 5 MP cost.
    * TRANCE ABILITY: Power Jump - Allows you to stay airborne until Trance expires. You toss down spears every 3 ticks, dealing jump damage to all enemies.
    * TRANCE ABILITY: Dragon Sword - Attacks with 2x power. Drains HP and MP from the target.

    LEVEL 2 CLASS: Call Scripter
    Upgraded summoner with a killer new ability.
    STATS (60 HP) (100 MP) (45 Atk) (45 Def) (72 MAtk) (65 MDef) (45 Acc) (40 Evade) (10 Speed)
    SKILLS (Summon Magic) (Call Script)
    TRANCE (Esper)
    * Call Script - Summons a random character from the ref's call script to attack for you. Costs no MP, regardless of what the summoned character does. It's a crap shoot; you could summon up Flying Shin Akuma On A Pogo Stick or the ref himself... OR you could summon up a Freakachu or Dr. Donez. Regardless, the summoned character will almost always do something beneficial.
    * TRANCE ABILITY: Esper - When you summon a monster, it remains in the battlefield until Trance ends; every time your turn comes up, it performs its attack free of charge. The monster will attack even if the scripter is paralyzed or confused; by the same token, it will not attack twice if you have Quick status. Only one summoned creature may be "in play" at a time, so subsequent summons will replace existing ones.

    LEVEL 2 CLASS: Elementalist
    An upgraded geomancer. They use hazards to try and turn the match in their favor.
    STATS (80 HP) (60 MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
    SKILLS (Hazard Control) (Hazard Focus) (Hazard Protect)
    TRANCE (Free Focus) (Hazard Change)
    * TRANCE ABILITY: Free Focus - Focusing hazards costs no MP.
    * TRANCE ABILITY: Hazard Change - Allows you to change the set of a randomly-spawned hazard. You cannot focus it.

    LEVEL 2 CLASS: Robot Master
    Basically, a NetNavi with MP.
    STATS (120 HP) (40 MP) (60 Atk) (40 Def) (30 MAtk) (40 MDef) (75 Acc) (75 Evade) (10 Speed)
    SKILLS (Draw Chips) (Battle Chip) (Battle Chip Combo) (Dark Chip)
    TRANCE (Program Advance) (Full Synchro) (Shuffle)
    * Battle Chip Combo - If you receive two chips with the same letter code, you can combine them into a single powerful attack. (Note that some chips don't combine very well.)
    * TRANCE ABILITY: Program Advance - Allows you to combine any two chips into a single powerful attack.
    * TRANCE ABILITY: Full Synchro - Allows you to use a battle chip at 2x power. You cannot use this skill alongside Program Advance.
    * TRANCE ABILITY: Shuffle - Allows you to redraw some of your chips and hold on to others. You can do this twice in one turn, or use it once without using up the turn.

    LEVEL 2 CLASS: Chemist
    A mechanic upgrade... sort of. With his ability to make items, the Chemist can keep the party in ship shape for a long time.
    STATS (80 HP) (60 MP) (70 Atk) (55 Def) (55 MAtk) (55 MDef) (55 Acc) (55 Evade) (10 Speed)
    SKILLS (Build Item (2 turns)) (Wrench) (Make Potion) (Make Ether) (Mix Items) (Item Box) (Shuffle Items)
    TRANCE (Quick Build) (Health) (Revive) (Pray) (Item Frenzy)
    * Make Potion/Ether - Rather than building a random item, you can choose to create either an HP-restoring potion or an MP-replenishing Ether on your turn. As with the Build Item skill, it takes 2 turns and can be given to the ally of your choice.
    * Mix Items - Like in FF5, you can mix items. Use this with the Item Box and see what combinations you can come up with!
    * TRANCE ABILITY: Quick Build - The Build Item skill takes only one turn.
    * TRANCE ABILITY: Health - All allies recover one-fourth of their max HP.
    * TRANCE ABILITY: Revive - All KO'ed allies are revived.
    * TRANCE ABILITY: Pray - All allies have bad status removed.
    * TRANCE ABILITY: Item Frenzy - Enables the Chemist to use two items per turn.

    LEVEL 2 CLASS: Shinobi
    A more powerful ninja with the ability to godmode once per battle. Also incredibly fast.
    STATS (90 HP) (50 MP) (85 Atk) (50 Def) (55 MAtk) (40 MDef) (60 Acc) (70 Evade) (16 Speed) (Evade Up(*)) (ITEMS: Shuriken x4)
    SKILLS (Throw Item) (Auto-Counter) (Dual Wield) (Substitute)
    TRANCE (Auto-Haste) (Atk x1.5) (Substitute)
    * Substitute - This lets you avoid any attack or hazard by replacing yourself with a random call script character. However, it can only be used once per battle.
    * TRANCE ABILITY: Auto-Haste - Your speed increases.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: Substitute - You may use this skill INFINITELY until Trance expires, making you basically invincible...

    LEVEL 2 CLASS: Fireball Thrower
    The fireball thrower... throws fireballs. Swift attacks mostly, but also fire bursts and fighting-game projectiles...
    STATS (85 HP) (60 MP) (60 Atk) (50 Def) (50 MAtk) (50 MDef) (40 Acc) (40 Evade) (11 Speed)
    SKILLS (Swift x5) (Flame Blast) (Hadouken)
    TRANCE (Fire Storm) (Shinkuu Hadouken)
    * Swift x5 - Swift attacks (1 MP sure-hit attacks) deal 5x damage.
    * Flame Blast (15 MP) - A special magic spell. It deals 5 MP worth of damage, but it hits the target 1d6 times. So there's only about 50% chance of getting your MP's worth! However, each hit also has a 5% chance of burning the target.
    * Hadouken - 10 MP. The famous "fireball" technique used in fighting games. Deals 2.5x magic damage to one target.

    * TRANCE ABILITY: Fire Storm - Throws 3 to 5 fireballs when you use Swift (instead of 1).
    * TRANCE ABILITY: Shinkuu Hadouken - This works like Hadouken, except it hits three times!

    LEVEL 2 CLASS: Hunter
    The archer gets an upgrade. Where is dat wascawwy wabbit?
    STATS (80 HP) (50 MP) (95 Atk) (50 Def) (50 MAtk) (50 MDef) (100 Acc) (70 Evade) (10 Speed)
    SKILLS (Aim) (Cripple) (Precise Shot) (X-Fight) (Store Charges)
    TRANCE (Full Charge) (XXX-Strike)
    * X-Fight - This throws four physical attacks! However, damage for each hit is cut in half. Also, targets are chosen randomly, so this is more effective on single bosses.
    * Store Charges - By keeping bullets/arrows ready at all times, the Hunter can abort a charge and store it for later.
    * TRANCE ABILITY: Full Charge - Lets you reach maximum charge instantly.
    * TRANCE ABILITY: XXX-Strike - Throws 8 to 12 attacks at random enemies... at full potency!

    LEVEL 2 CLASS: Bandit
    An upgraded thief. Better at stealing, better at attacking, and also has a unique counterattack.
    STATS (90 HP) (55 MP) (70 Atk) (50 Def) (35 MAtk) (45 MDef) (50 Acc) (65 Evade) (14 Speed)
    SKILLS (Steal (75%)) (Steal Item (75%)) (Steal Stat) (Grab Item) (Backstab) (Capture) (Return Magic)
    TRANCE (X-Capture) (X-Robbery)
    * Capture - Attacks while stealing. However, if you use Capture, the chances of stealing an item go to 50%. If the attack misses, steal will fail. Can be used in conjunction with skills like Backstab... but if your attack misses, you won't steal.
    * Return Magic - When a Bandit is targeted with a magic spell, he has a 75% chance to immediately counterattack by using that same spell on the enemy with no MP cost! This attack's usefulness is tempered by the fact that Bandits have horrible MAtk, but it can come in handy, especially against fixed-damage attacks like Flare. Beneficial spells like cure cannot be Returned; neither can unfocused spells like Double Wave and Crusader. Return Magic will go off even if the initial spell doesn't connect.
    * TRANCE ABILITY: X-Capture - Performs Capture 4 times on random targets.
    * TRANCE ABILITY: X-Robbery - Steals 6 random items -- held or random -- from one target.

    LEVEL 2 CLASS: Moogle
    Sort of a cross between Engineer and Chemist. Like engineers, Moogles are incapable of direct attacking and healing. They can, however, hold and use items. Kupo!
    STATS (70 HP) (0 MP) (1 Atk) (55 Def) (0 MAtk) (65 MDef) (0 Acc) (80 Evade) (13 Speed)
    SKILLS (Free Goodstat) (Free Scan) (Build Item 2) (Smile) (Make Potion 2) (Make Ether)
    TRANCE (Efficiency)
    * Smile - Sets the target's CT to 100 and makes their turn come sooner. Cannot be used on oneself, and has a 50% chance of success.
    * Make Potion 2 - Like a chemist, Moogles can make potions. Like an engineer, it only takes one turn.
    * TRANCE ABILITY: Efficiency - Innate Quick status while in Trance.

    LEVEL 3 CLASS: Assassin
    The third-level ninja specializes in speed, stealth, and death. It's also the fastest class available.
    STATS (105 HP) (55 MP) (100 Atk) (55 Def) (60 MAtk) (40 MDef) (70 Acc) (80 Evade) (17 Speed) (Evade Up(*)) (ITEMS: Shuriken x4)
    SKILLS (Throw Item) (Auto-Counter) (Dual Wield) (Substitute) (Assassinate) (Initiative) (Image) (Sneak)
    TRANCE (Auto-Haste) (Atk x1.5) (Substitute)
    * Assassinate - Strikes an opponent's weak points to end their life. Roll for a physical attack; if it's a critical hit, the target's HP drops to 0. Otherwise, the attack misses and the assassin's CT is set to -50. Does not work against major bosses.
    * Initiative - Enables you to strike earlier than usual. +50 to starting CT, and in situations where multiple fighters get turns on the same tick, a fighter with Initiative will get the first turn.
    * Image - Free Vanish status on self.
    * Sneak - Free Shadow status on self. Remember that Vanish and Shadow cannot be overlapped.
    * TRANCE ABILITY: Auto-Haste - Your speed increases.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: Substitute - You may use this skill INFINITELY until Trance expires, making you basically invincible...

    LEVEL 3 CLASS: MageNavi
    If Megaman Battle Network met Final Fantasy, the result might be something like this.
    STATS (75 HP) (0 MP) (50 Atk) (40 Def) (80 MAtk) (40 MDef) (70 Acc) (70 Evade) (10 Speed)
    SKILLS (Draw Spells) (Magic Spell)
    TRANCE (Doublecast) (Shuffle)
    * Draw/Use Magic Spells - The MageNavi ALWAYS holds 5 random magic spells. The spells may be black, white, time, blue, or summon magic, and they can all be used free of MP. If you don't like the spells you've been given, you can draw 5 random new ones. As with the NetNavi's chips, when a MageNavi uses a spell, it is instantly replaced. Note that while Magikoopas and Travelers may draw spells just like MageNavis, they are NOT automatically replaced.
    * TRANCE ABILITY: Doublecast - Allows you to use two spells on a single turn.
    * TRANCE ABILITY: Shuffle - Allows you to redraw some of your spells and hold on to others. You can do this twice in one turn, or use it once without using up the turn.

    LEVEL 3 CLASS: Necromancer
    This class is unbelievably powerful, and the second-fastest class in existence, but it's plagued by the same old weakness.
    STATS (180 HP) (150 MP) (145 Atk) (100 Def) (125 MAtk) (100 MDef) (125 Acc) (100 Evade) (16 Speed) (Undead(*))
    SKILLS (Drain) (Bypass Safeguard) (Free Revive) (Explode Corpse)
    TRANCE (Atk x1.5) (MAtk x1.5)
    * Free Revive - Self-explanatory. However, you can only revive them with 20% HP.
    * Explode Corpse - If you've killed an enemy and don't want it brought back, use this technique to remove them for good.
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.

    LEVEL 3 CLASS: Hammer Brother
    The Fireball Thrower and Hunter upgrade to this Level 3 class, which you should remember from the Super Mario games. Hammer Brothers throw hammers to deal immense damage, while their shells protect them from enemies. They're a bit on the slow side, though...
    STATS (90 HP) (55 MP) (115 Atk) (70 Def) (25 MAtk) (60 MDef) (50 Acc) (30 Evade) (9 Speed) (Safeguard)
    SKILLS (Swift x5) (Aim) (Cripple) (Crush) (X-Fight) (Store Charges) (Throw Item) (Wrench) (Sledge)
    TRANCE (Hammer Storm) (XXX-Strike)
    * Sledge - Deals physical damage to all enemies with a 50% chance of paralyze for each. 12 MP.
    * TRANCE ABILITY: Hammer Storm - Throws 3 to 5 hammers when you use Swift (instead of 1).
    * TRANCE ABILITY: XXX-Strike- Throws 8 to 12 attacks at random enemies... at full potency!

    LEVEL 3 CLASS: Grappler
    Grapplers are built like grizzlies. They specialize in bone-crushing attacks. Not much can slow down a grappler once it's set on destroying something! Normally slow and lumbering, they've been given a speed boost for the arena.
    STATS (140 HP) (20 MP) (180 Atk) (90 Def) (30 MAtk) (40 MDef) (70 Acc) (50 Evade) (11 Speed)
    SKILLS (Hyper Slam) (Smash-All) (Seismic Punch) (Crush)
    TRANCE (Atk x2) (Hyper Slam) (Smash-All)
    * Hyper Slam - Has a 50% chance of causing massive (3x physical) damage to one target. It ignores defense, too; damage from Hyper Slam is calculated as if the target has 50 Defense. However, if it fails, you're left wide open; you're Stopped AND receive Defense Down for 3 ticks.
    * Smash-All - This requires at least one charge. Ref rolls 1d3; it deals (that number)x physical damage to all targets. Like any physical attack, it's prone to missing.
    * Seismic Punch - Deals damage to ALL combatants. Higher HP = more damage. Each fighter may lose anywhere up to half of his current HP... underground fighters may lose up to 99%! This ignores all status effects except for Tiny, Airborne, Petrified, and MIA.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.
    * TRANCE ABILITY: Hyper Slam - Success rate becomes 75%.
    * TRANCE ABILITY: Smash-All - You can perform this technique without charging.

    LEVEL 3 CLASS: MagiTek Knight
    The Rune Knight on steroids gets some substantial boosts in HP, MP, and offensive capability.
    STATS (120 HP) (80 MP) (85 Atk) (55 Def) (70 MAtk) (35 MDef) (70 Acc) (50 Evade) (10 Speed)
    SKILLS (Runic) (Magic Sword)
    TRANCE (Atk x1.5) (MAtk x1.5) (Runic)
    * TRANCE ABILITY: Atk x1.5 - Increases the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x1.5 - Increases the damage of your magic attacks.
    * TRANCE ABILITY: Runic - Runic may be used as many times as you want.

    LEVEL 3 CLASS: MagiTek Trooper
    Good defense, but your offensive choices and your speed are limited as you walk around in imperial MagiTek armor. Luckily, Dr. Hikari has come to the rescue with his PET technology!
    STATS (200 HP) (40 MP) (1 Atk) (90 Def) (50 MAtk) (90 MDef) (0 Acc) (20 Evade) (10 Speed)
    SKILLS (MagiTek) (Battle Chips Lite)
    TRANCE (Double Command) (Program Advance) (Full Synchro)
    * MagiTek - Allows you to use the MagiTek battle command. You may use Fire Beam, Ice Beam, Bolt Beam, X-fer, Heal Force, Bio Blast, Confuser, and TekMissile. None of these cost MP, but X-fer may only be used once per battle.
    * Battle Chips Lite - Unlike a NetNavi, a MagiTek Trooper does not always hold 5 battle chips; he must use one turn to call them up, and when he uses them, they don't auto-restock. He can, however, still combine like-coded chips and redraw new ones. No Dark Chips here, either.
    * TRANCE ABILITY: Double Command - Lets you input consecutive MagiTek commands.
    * TRANCE ABILITY: Program Advance - Allows you to combine any two chips into a single powerful attack.
    * TRANCE ABILITY: Full Synchro - Allows you to use a battle chip at 2x power. You cannot use this skill alongside Program Advance.

    LEVEL 3 CLASS: Magikoopa-in-Training
    That's a lot of spells! Magikoopas in training can use many kinds of magic, but because they haven't mastered their skills yet, they suffer from the same problem as wild mages. This is the only job class with reliable access (albeit limited access) to all five spell sets (black, white, time, blue, and summon).
    STATS (50 HP) (100 MP) (30 Atk) (30 Def) (80 MAtk) (70 MDef) (40 Acc) (60 Evade) (10 Speed) (Wild)
    SKILLS (Blue Magic) (Learn Blue Magic) (Summon Magic) (Comet) (Flare) (Haste) (Slow) (Wormhole) (Time Travel) (Life x2) (Cure x2) (Doom) (Break) (Sleep) (Barrier) (Mass Goodstat) (Mass Badstat) (Restore) (Damage-All x2) (Life 3)
    TRANCE (Doublecast) (Observation)
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells.
    * TRANCE ABILITY: Observation - When in trance, a Magikoopa-in-Training merely has to SEE a spell to learn it.

    LEVEL 3 CLASS: Captain
    A knight so powerful, he commands other knights. He does immense physical damage and has a number of useful sword skills.
    STATS (155 HP) (50 MP) (175 Atk) (90 Def) (40 MAtk) (75 MDef) (85 Acc) (40 Evade) (11 Speed)
    SKILLS (Counter) (Cover) (Incision) (Laceration) (Impale) (Block) (Chivalry) (Auto-Cover) (Slash) (Magic Sword) (Darkside) (Minus Strike) (Power Break) (Armor Break) (Magic Break) (Mental Break) (Speed Break)
    TRANCE (Atk x2)
    * Darkside - Expends 1/10 of your max HP to deal double physical damage. Cannot miss.

    * Minus Strike - 10 MP. Deals damage equal to your max HP minus your remaining HP.
    * Power/Armor/Magic/Mental/Speed Break - Sword techniques that cost no MP. They deal half physical damage, and they have a 50% chance to lower Atk by 10%, Def by 10%, MAtk by 10%, MDef by 10%, and Speed by 1, respectively.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.

    LEVEL 3 CLASS: Dreamlander
    Not Disk, not Inc, not even NK thought to make a job class out of this. XD (Well, NK did, but ironically he copied mine.) You too can now be Kirby for a day!
    STATS (100 HP) (90 MP) (80 Atk) (60 Def) (55 MAtk) (55 MDef) (60 Acc) (60 Evade) (10 Speed)
    SKILLS (Copy Power)
    TRANCE (Copy DX)
    * Copy Power - Inhales the boss and allows you to use its special abilities (if any). Some bosses will not have any powers to copy, and only Action abilities will be copied. You may also copy allies, and discard abilities at will. Copying powers does not use up your turn and does not alter your stats, although if you're Quicked you can only copy once. Some abilities -- and even some job classes, notably Traveler -- may not be copied.
    * TRANCE ABILITY: Copy DX - When using Copy Power, copies Trance skills as well as regular skills.

    LEVEL 3 CLASS: Junior Ref
    No, you're not an actual ref. But you do get to control hazards. This is another geomancer upgrade.
    STATS (90 HP) (70 MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
    SKILLS (Hazard Control) (Hazard Focus) (Hazard Protect)
    TRANCE (Free Focus) (Hazard Change)
    * TRANCE ABILITY: Free Focus - Focusing hazards costs no MP.
    * TRANCE ABILITY: Hazard Change - Allows you to change the set of a randomly-spawned hazard. You cannot focus it.

    LEVEL 3 CLASS: Cow
    MOO! Become BOTVGH's weapon of choice with this job class.
    STATS (100 HP) (70 MP) (150 Atk) (50 Def) (60 MAtk) (40 MDef) (65 Acc) (65 Evade) (12 Speed)
    SKILLS (Jump dmg x1.5) (Milk) (Crash Land)
    TRANCE (Nuclear Landing) (Stampede!)
    * Milk - Like a white mage lite, this is a cure boost. Cure x1.5, to be precise.
    * Crash Land - When landing from a jump, this expends some HP to deliver extra hurt to the target. (1/10 your max HP, 3x damage including the jump modifier)
    * TRANCE ABILITY: Nuclear Landing - Crash Land deals double damage to the target, for a total of 6x damage!
    * TRANCE ABILITY: Stampede! - Deals 1d150 HP damage to all targets.

    LEVEL 3 CLASS: Judo Warrior
    The first class that can successfully send opponents MIA. This is a third-level monk. It also has solid Atk power to go with Multistrike.
    STATS (99 HP) (50 MP) (80 Atk) (60 Def) (30 MAtk) (50 MDef) (55 Acc) (70 Evade) (12 Speed)
    SKILLS (Multistrike) (Strike-All) (Chakra) (Carter's Ancient Technique of the East) (Throw)
    TRANCE (Pummel) (Bum Rush)
    * Throw - Does physical damage, and has a 50% chance of sending the target MIA for 11 ticks.
    * TRANCE ABILITY: Pummel - Performs a Multistrike on all targets.
    * TRANCE ABILITY: Bum Rush - Deals 5x physical damage to the target.

    LEVEL 3 CLASS: Sage
    This is basically Tellah from FF4. Crap HP, but decent MAtk power and the ability to recall spells from memory... even if you don't know them. It's a high-risk high-reward deal, though it also wields a mean Return Magic counterattack.
    STATS (40 HP) (120 MP) (40 Atk) (40 Def) (120 MAtk) (60 MDef) (30 Acc) (50 Evade) (11 Speed)
    SKILLS (Return Magic) (Recall Black Magic) (Recall White Magic) (Recall Time Magic) (Recall Blue Magic) (Recall Summon Magic)
    TRANCE (Doublecast) (Free Recall)
    * Recall Black/White/Time/Blue/Summon Magic - Ref brings up a random spell from the appropriate magic script. You then cast it, with a 25% chance of not using up any MP. If you fail that roll and you don't have enough MP for the spell, the turn is lost. Note that using Recall, you can use ANY spells, even not-normally-castable spells like Quake or Quarter, or blue magic you don't know.
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells. Doublecast may be used with Recall, but NOT with Free Recall.
    * TRANCE ABILITY: Free Recall - All Recalled spells become free of charge.

    LEVEL 3 CLASS: Offensive Specialist
    The best offensive class in existence. They blow things up GOOD, but they can't necessarily stop the same from happening to them.
    STATS (120 HP) (90 MP) (180 Atk) (20 Def) (150 MAtk) (20 MDef) (110 Acc) (10 Evade) (10 Speed)
    SKILLS (Flare) (Ultima) (Red Sword) (Hyper Slam) (Impale) (Assassinate) (Meteo) (Climhazzard) (Darkside) (Damage-All x2) (X-Fight) (Sledge) (Holy)
    TRANCE (Atk x2) (MAtk x2)
    * Climhazzard - Costs 30 MP. A powerful sword technique that deals 3x physical damage to all enemies. (Cannot miss)
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.
    * TRANCE ABILITY: M.Atk x2 - Doubles the damage of your magic attacks.

    LEVEL 3 CLASS: Defensive Specialist
    The best defensive class in existence. They can withstand anything, but couldn't hurt a fly.
    STATS (120 HP) (90 MP) (20 Atk) (150 Def) (20 MAtk) (150 MDef) (10 Acc) (110 Evade) (10 Speed)
    SKILLS (Auto-Cover) (Block) (Barrier) (Cure x3) (Life x2)
    (Free Goodstat) (Restore) (Mass Goodstat) (Free Revive) (Hide) (Return Magic) (Runic) (Substitute)
    TRANCE (Def x2) (MDef x2)
    * TRANCE ABILITY: Def x2 - Halves the damage of incoming physical attacks.
    * TRANCE ABILITY: M.Def x2 - Halves the damage of incoming magic attacks.

    LEVEL 3 CLASS: Pirate
    The latest in the Thief line is great for getting items en masse and using underhanded tactics. However, a perpetual state of drunkenness hurts their accuracy and evade rate.
    STATS (100 HP) (55 MP) (100 Atk) (60 Def) (35 MAtk) (50 MDef) (40 Acc) (40 Evade) (14 Speed)
    SKILLS (Steal (75%)) (Steal Item (75%)) (Steal Stat) (Grab Item) (Backstab) (Capture) (Return Magic) (Hostage) (Plunder) (Loot) (Distribute)
    TRANCE (X-Capture) (X-Robbery) (Item Control)
    * Hostage - Has a 50% chance of taking the target hostage, making them an involuntary meat-shield until your next turn. You can use this on allies and enemies alike; bear in mind that a hostage can still move on his/her turn, and cannot be a meat-shield for his/her own attacks.
    * Plunder - Allows you to take items off the arena floor at any time during the battle, whether it's the instant the item appears, or moments before your enemy takes it. (This replaces the "Receive Items" skill used by the now-defunct Item Delivery Guy.) However, you may only take up to two items between turns.
    * Loot - Sends you MIA for 12 ticks, looking for items. You come back carrying 10 random ones.
    * Distribute - Another skill taken from the Item Delivery Guy. This allows you to hand up to three items to other players, without using up your turn. However, to prevent excessive slowdown, you have a 60-second window in which to distribute.
    * TRANCE ABILITY: X-Capture - Performs Capture 4 times on random targets.
    * TRANCE ABILITY: X-Robbery - Steals 6 items -- held or random -- from one target.
    * TRANCE ABILITY: Item Control - A more limited version of the geomancer line's Hazard Change; this lets you change a naturally spawned hazard to an item set of your choosing.


    LEVEL 4 CLASS: Outlaw
    This is where the Thief and Ninja job class lines finally converge. While not a perfect fusion of the Pirate and Assassin -- the Outlaw lacks a few skills of each of these third-level classes -- this is a job class that's very good at getting and throwing items, with an added bonus of stealth.
    STATS (130 HP) (65 MP) (128 Atk) (70 Def) (50 MAtk) (50 MDef) (100 Acc) (80 Evade) (15 Speed) (ITEMS: Shuriken x4)
    SKILLS (Steal (75%)) (Steal Item (75%)) (Steal Stat) (Grab Item) (Backstab) (Capture) (Return Magic) (Hostage) (Plunder) (Loot) (Throw Item) (Auto-Counter) (Dual Wield) (Substitute) (Assassinate) (Initiative)
    TRANCE (X-Capture) (X-Robbery) (Item Control) (Auto-Haste) (Substitute)
    * TRANCE ABILITY: X-Capture - Performs Capture 4 times on random targets.
    * TRANCE ABILITY: X-Robbery - Steals 6 items -- held or random -- from one target.
    * TRANCE ABILITY: Item Control - A more limited version of the geomancer line's Hazard Change; this lets you change a naturally spawned hazard to an item set of your choosing.

    * TRANCE ABILITY: Auto-Haste - Your speed increases.
    * TRANCE ABILITY: Substitute - You may use this skill INFINITELY until Trance expires, making you basically invincible...

    LEVEL 4 CLASS: Magikoopa
    Kamek 0wnz j00. The HP is low, but the spell library is staggering. Magikoopas specialize in black, white, and time magic.
    STATS (35 HP) (150 MP) (30 Atk) (30 Def) (140 MAtk) (90 MDef) (40 Acc) (75 Evade) (10 Speed)
    SKILLS (Flare) (Doom) (Break) (Damage-All x2) (Cure x3) (Life x3) (Haste) (Slow) (Hastega) (Slowga) (Stop) (Comet) (Draw Spells) (MageNavi Spell) (Recall Black Magic) (Recall White Magic) (Recall Time Magic) (Ultima) (Holy) (Meteo) (X-Magic) (Barrier) (Sleep) (Wormhole) (Time Travel) (X-Zone) (Mass Goodstat) (Mass Badstat) (Restore) (Life 3)
    TRANCE (Doublecast) (Free Recall)
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells. (This also works if you're holding MageNavi spells.)
    * TRANCE ABILITY: Free Recall - All Recalled spells become free of charge.

    LEVEL 4 CLASS: Sorcerer
    When Magikoopas became too powerful for their own good, the ref came along and split them into two separate job classes. Thus, the Sorcerer was born! It specializes in blue magic and summons, which makes it very versatile and well-rounded. But this kind of power comes at a cost...
    STATS (55 HP) (110 MP) (30 Atk) (30 Def) (100 MAtk) (80 MDef) (40 Acc) (60 Evade) (10 Speed) (Wild)
    SKILLS (Blue Magic) (Summon Magic) (Learn Blue Magic) (Call Script) (Draw Spells) (MageNavi Spell) (Recall Blue Magic) (Recall Summon Magic)
    TRANCE (Doublecast) (Free Recall) (Observation)
    * TRANCE ABILITY: Doublecast - Allows you to cast consecutive spells. (This also works if you're holding MageNavi spells.)
    * TRANCE ABILITY: Observation - When in trance, a Sorcerer merely has to SEE a spell to learn it.
    * TRANCE ABILITY: Free Recall - All Recalled spells become free of charge.

    LEVEL 4 CLASS: General
    While Magikoopa and Sorcerer are the ultimate mage classes, General is the top swordsperson available. The highest Atk power of any class, great defense and HP, and a crapload of special abilities.
    STATS (180 HP) (65 MP) (220 Atk) (90 Def) (40 MAtk) (80 MDef) (95 Acc) (40 Evade) (11 Speed)
    SKILLS (Counter) (Cover) (Auto-Cover) (Slash) (Incision) (Laceration) (Impale) (Block) (Chivalry) (Magic Sword) (Darkside) (Minus Strike) (Power Break) (Armor Break) (Magic Break) (Mental Break) (Speed Break) (Charge!) (Climhazzard) (Red Sword)
    TRANCE (Atk x2)
    * Charge! - Costs 8 MP. When this is used, any allies whose HP are critical will attack the target.
    * TRANCE ABILITY: Atk x2 - Doubles the damage of your physical attacks.

    LEVEL 4 CLASS: Cow General
    MOOOOOO!! An upgrade to the cow class. With power, durability, speed, and powerful skills, this is a well-rounded job class.
    STATS (150 HP) (100 MP) (170 Atk) (70 Def) (60 MAtk) (55 MDef) (65 Acc) (65 Evade) (14 Speed)
    SKILLS (Jump dmg x1.5) (Crash Land) (Milk) (Crush) (Cow Drop) (Cow Cannon) (Ultra Cow) (Cow Rain)
    TRANCE (Nuclear Landing) (Stampede!) (Cow Drop) (Cow Cannon)
    * Cow Drop - Requires one charge, a physical attack that does 3x damage to one target.
    * Cow Cannon - Requires two charges. A physical attack that does 4x damage to multiple targets.
    * Ultra Cow - Using 70 MP, the Ultra Cow is dropped on all opponents for 100-200 damage each.
    * Cowpocalypse - Cows rain from the heavens! This is basically Meteo. Using 70 MP, five cows fall on random enemies for 50-80 HP damage each.
    * TRANCE ABILITY: Nuclear Landing - Crash Land deals double damage to the target, for a total of 6x damage!
    * TRANCE ABILITY: Stampede! - Deals 1d150 HP damage to all targets.
    * TRANCE ABILITY: Cow Drop/Cow Cannon - These techniques can be performed without charging.

    LEVEL 4 CLASS: Psycho Veldt Kid
    Uwaaaooo! I'm Gau! I'm your friend! Let's travel together!!
    STATS (100 HP) (80 MP) (120 Atk) (50 Def) (70 MAtk) (50 MDef) (80 Acc) (80 Evade) (12 Speed)
    SKILLS (Leap) (Rage) (Sketch)
    TRANCE (Quick Leap)
    * Leap - Pick a technique that's known by the current boss. You're sent MIA for 31 ticks, and that skill is added to your Rage list. While you're MIA, you're considered sneezed... that is, if your allies die while you're learning the technique, the battle ends. (You still keep the technique, though.) You may have a maximum of 20 Rage skills; if you have 20, and you choose to Leap, you must choose one skill to discard and make room for the new technique. Some techniques cannot be learned in this manner.
    * Rage - Pick a skill from your rage list; there's a 50% chance of you performing it on the boss (at no MP charge), and a 50% chance of throwing a physical attack instead.
    * Sketch - Attacks the enemy with one of his own techniques (picked randomly). Costs no MP.
    * TRANCE ABILITY: Quick Leap - Leap lasts 11 ticks instead of 31.

    LEVEL 4 CLASS: V. G. Fighter
    A female-only class with extremely high stats and lots of very powerful abilities. But, if KO'ed, they suffer the ultimate embarrassment...
    STATS (250 HP) (150 MP) (200 Atk) (100 Def) (100 MAtk) (80 MDef) (110 Acc) (100 Evade) (15 Speed)
    ATTRIBUTES (Female-Only) (Embarrassed on KO)
    SKILLS (Multistrike) (Strike-All) (Throw) (Hyper Slam) (Smash-All) (Seismic Punch) (Hadouken) (Shouryuken) (Carter's Ancient Technique of the East)
    TRANCE (Hyper Slam) (Smash-All) (Pummel) (Shinkuu Hadouken) (Shouryureppa)
    * Female-Only - Only female characters may use this class. (Note female CHARACTERS, not female PLAYERS. If a male character fights as a female character, he may use this job class.)
    * Embarrassed on KO - If KO'ed, a V. G. Fighter must do something humiliating (within limits) to the whims of whoever scored the KO. From that point on, they receive the Embarrassed status. All special abilities become unusable and stats go way down.
    * Shouryuken - 10 MP. Also known as the dragon punch, this is a powerful rising uppercut designed to take down airborne opponents. Against a grounded foe, it deals 2x physical damage; against an airborne foe, it will deal 4x physical damage, and it will knock them out of the sky.
    * TRANCE ABILITY: Hyper Slam - Success rate becomes 75%.
    * TRANCE ABILITY: Smash-All - You can perform this technique without charging.
    * TRANCE ABILITY: Pummel - Performs a Multistrike on all targets.
    * TRANCE ABILITY: Shinkuu Hadouken - This works like Hadouken, except it hits three times!
    * TRANCE ABILITY: Shouryureppa - This works like Shouryuken, except it hits three times!

    LEVEL 4 CLASS: Street Fighter
    Similar to the V.G. Fighter. This class can be used by anyone, and doesn't have a penalty tacked on for being KO'ed, but its stats are also lower.
    STATS (100 HP) (70 MP) (125 Atk) (70 Def) (70 MAtk) (50 MDef) (70 Acc) (70 Evade) (11 Speed) (High Tide)
    SKILLS (Multistrike) (Strike-All) (Throw) (Hyper Slam) (Smash-All) (Hadouken) (Shouryuken) (Carter's Ancient Technique of the East)
    TRANCE (Hyper Slam) (Smash-All) (Pummel) (Shinkuu Hadouken) (Shouryureppa)
    * TRANCE ABILITY: Hyper Slam - Success rate becomes 75%.
    * TRANCE ABILITY: Smash-All - You can perform this technique without charging.
    * TRANCE ABILITY: Pummel - Performs a Multistrike on all targets.
    * TRANCE ABILITY: Shinkuu Hadouken - This works like Hadouken, except it hits three times!
    * TRANCE ABILITY: Shouryureppa - This works like Shouryuken, except it hits three times!

    LEVEL 5 CLASS: Traveler
    The ultimate class can use any action skills, and most attributes, that are available to levels 1 through 4. Staggering, huh? (You might have to remind me on some attributes. You DO NOT get innate status changes or stat boosts/penalties, nor the V. G. Fighter's Embarrassment handicap and female-only limitation.) On the other hand, your stats are rather pedestrian, especially on offense. The Traveler does not have as much offensive clout as the Shapeshifter, below, but for the most part it's more durable. NOTE: The exception to the "no passive/interrupt skills" limitation is the Time Travel ability. Since it goes hand-in-hand with the Wormhole action skill, Travelers have access to it. ALSO NOTE: Travelers do not get access to custom class-exclusive skills like Spin Punch.
    STATS (100 HP) (100 MP) (50 Atk) (70 Def) (50 MAtk) (70 MDef) (65 Acc) (65 Evade) (10 Speed)
    SKILLS (All action skills except for Job Change, almost all attributes) (Time Travel)
    TRANCE (All job class trance action skills)
    * TRANCE ABILITY: ??? - You get all other classes' trance abilities (or at least the action abilities). See what kind of inane combinations you can come up with!

    LEVEL 5 CLASS: Shapeshifter
    While the Traveler can do everything all at once, the Shapeshifter can change job classes at will. You don't get to do anything at any time like the Traveler does... but often, you can do it better. Timing is the key with this job class.
    STATS (50 HP) (1 MP) (50 Atk) (50 Def) (50 MAtk) (50 MDef) (0 Acc) (50 Evade) (15 Speed)
    SKILLS (Job Change)
    TRANCE (None)
    * Job Change - Change to any other job class listed above, with the exception of Traveler. You'll get all the stats and skills of the new job class (including Trance skills, if you have Trance), but you'll also retain the Job Change skill. What you decide to turn into, and why, is up to you. If a new ally is added via hazard, you can also shapeshift into his/her job if you wish... but only for that battle.
    Changing jobs does not use up your turn, but if you're Quicked, you can only do this once. You may not job-change into a custom job class, unless that job class is in play.

    CUSTOM JOB CLASS: Arms Dealer
    Usable by The Silent Strider only. Formerly known the Mad Scientist, it lost several skills since then and is now more of an item-supplier than anything else. Originally designed by Klawkat.
    STATS (105 HP) (50 MP) (65 Atk) (50 Def) (30 MAtk) (50 MDef) (50 Acc) (80 Evade) (13 Speed)
    SKILLS (Distribute) (Item Box) (Loot) (Maintenance) (Multiple Uses) (Plunder) (Share Items) (Shuffle Items) (Steal Chip) (Steal Item (75%)) (Throw Item)

    TRANCE (Concoct) (Item Control)
    * Maintenance - Items cannot be stolen, destroyed, or otherwise lost through hazards, surges, or enemies who can steal.
    * Multiple Uses - If you hold multiples of an item, or an item has multiple uses (such as a Fire Flower), you may use the item multiple times in a single turn. Not compatible with Throw Item or Mix.
    * Share Items - Gives you access to your allies' held items. You must get an ally's permission to use their items. This ability is not compatible with Throw Item or Mix.
    * Steal Chip - Unlike most thieving types, an Arms Dealer can even acquire battle chips and spells held by enemy Navis. Sadly, they lack the skills needed to USE said chips/spells, but at least you can keep the enemy from using them.
    * TRANCE ABILITY: Concoct - Allows the Arms Dealer to try and build a specific item. You can build any item as long as it's in one of the item hazard lists. Concoct costs MP, and it's not foolproof; the more powerful the item, the more MP you have to pay, and the less chance you have of success.
    * TRANCE ABILITY: Item Control - A more limited version of the geomancer line's Hazard Change; this lets you change a naturally spawned hazard to an item set of your choosing.

    CUSTOM JOB CLASS: EWACS Mecha
    Usable by MechaCrash only. The EWACS Mecha is all about support.... sort of like a Defensive Specialist variant. It has a lot of status-related skills, both good status and bad, although it's not very good at outright damage. Since some of the best status-adding moves are in the blue magic skillset, this class can now use (but not learn) blue magic.
    STATS (160 HP) (100 MP) (5 Atk) (100 Def) (5 MAtk) (75 MDef) (55 Acc) (75 Evade) (12 Speed) (High Tide) (Final Strike)
    SKILLS (Armor Break) (Auto-Cover) (Blue Magic) (Bypass Safeguard) (Cure x2) (Life 3) (Magic Break) (MagiTek) (Make Ether) (Mental Break) (Potential) (Power Break) (Safeguard) (Speed Break) (X-Magic)
    TRANCE (EMP Burst) (Hardened Electronics) (Recoinnaissance) (Reinforcements) (Break Combo)
    * Potential - If your HP drops below 50%, you receive Regen for 41 ticks. If your HP drops to critical (below 20%), you get Haste for 41 ticks.
    * TRANCE ABILITY: EMP Burst - Attempts to disable one enemy skill for 21 ticks.
    * TRANCE ABILITY: Hardened Electronics - Gives you a Safeguard for the duration of your Trance.
    * TRANCE ABILITY: Recoinnassance - All stats are un-hidden for the duration of your Trance.
    * TRANCE ABILITY: Reinforcements - Summons a level 1 class of your choosing to fight alongside you. If it dies, you can spawn another one (as long as you're still in trance).
    * TRANCE ABILITY: Break Combo - Deals half physical damage. Has a 50% chance each to lower Atk by 10%, Def by 10%, MAtk by 10%, MDef by 10%, and Speed by 1. Using this skill will end your Trance immediately.

    CUSTOM JOB CLASS: Afro Warrior
    Usable by Ashton only. As most anime fans know, wearing an afro can TOTALLY increase your punching power! This is an offense-minded job class that fights using its bare fists... OF JUSTICE! Originally designed by Dan.
    STATS (120 HP) (50 MP) (120 Atk) (50 Def) (50 MAtk) (50 MDef) (85 Acc) (80 Evade) (13 Speed)
    SKILLS (Carter's Ancient Technique of the East) (Cripple) (Crush) (Dragon Might) (Dual Wield) (Hadouken) (Hyper Slam) (Initiative) (Seismic Punch) (Smash-All) (Spin Punch) (Strike-All) (Throw)
    TRANCE (Hyper Slam) (Shinkuu Hadouken) (Smash-All) (Blind Rage)
    * Spin Punch - Deals 3x physical damage to any enemy who used his previous turn to attack you. This attack cannot miss.
    * TRANCE ABILITY: Hyper Slam - Success rate becomes 75%.
    * TRANCE ABILITY: Shinkuu Hadouken - This works like Hadouken, except it hits three times!
    * TRANCE ABILITY: Smash-All - You can perform this technique without charging.
    * TRANCE ABILITY: Blind Rage - Gives you Berserk, Attack Up, and Haste for 31 ticks, plus one more random status boost. Using this skill will end your Trance immediately.

    CUSTOM JOB CLASS: Prototype Robot Master
    Usable by UDX only. "Get your NetNavi out of my Blue Mage!" "Get your Blue Mage out of my NetNavi!" Two great tastes -- and two of the more popular job class lines -- converge.
    STATS (100 HP) (150 MP) (60 Atk) (40 Def) (60 MAtk) (50 MDef) (60 Acc) (50 Evade) (12 Speed)
    SKILLS (Battle Chip) (Battle Chip Combo)
    (Blue Magic) (Dark Chip) (Draw Chips) (Learn Blue Magic)
    TRANCE (Full Synchro) (Observation) (Program Advance) (Shuffle) (Turbo MP) (Blue Magic Scan)
    * TRANCE ABILITY: Full Synchro - Allows you to use a battle chip at 2x power. You cannot use this skill alongside Program Advance.
    * TRANCE ABILITY: Observation - When in trance, a Prototype Robot Master merely has to SEE a spell to learn it.
    * TRANCE ABILITY: Program Advance - Allows you to combine any two chips into a single powerful attack.
    * TRANCE ABILITY: Shuffle - Allows you to redraw some of your chips and hold on to others. You can do this twice in one turn, or use it once without using up the turn.
    * TRANCE ABILITY: Turbo MP - Spells cost double the MP, but have double the effect.
    * TRANCE ABILITY: Blue Magic Scan - Checks the target for blue magic knowledge. If the target knows any blue magic spells, you may pick up to three to learn instantly. Using this skill will end your Trance immediately.


    PART 6: HAZARDS

    Most battles feature a hazard bar (or HZ) which increases after every action. When the bar reaches full, a hazard occurs!

    Depending on the battle, the referee may use one specific hazard set, or he may just declare all hazards fair game, in which case he'll usually pick a hazard set at random, then a hazard. I have no less than 30 hazard sets and over 1500 hazards, and here they are...

    SOME NOTES:

  • If a hazard does more damage than you have HP, don't fear. Unless otherwise specified, the Critical Rule applies to all hazards. However, stats like Defense Up, Magic Defense Up, and Reflect do not apply unless the hazard specifically states that damage is physical/magic in nature. (Metal and Aura are exceptions, and apply to all hazards unless otherwise noted.)
  • These are my hazards. MINEMINEMINEMINEMINE! You can't use them without permission.
  • Bouncing damage and similar hazards (such as Cyan in the Final Fantasy set) attack one person at a time, but may hit multiple people in one occurance. (Think of the Ultra Jump from Mario RPG.)
  • If a fighter is removed from battle, s/he cannot be brought back unless late joins open. However, s/he gains full EXP for the battle (since it's not his/her fault for being the hazard's target) unless otherwise specified.
  • Damage from hazards increases the trance gauge.
  • Auto-Counter, Return Magic, and similar skills aren't triggered by hazards. I think the reason for this is obvious.
  • Hazards marked (!J) will not affect jumping combatants. Hazards marked (!D) will not affect digging combatants.
  • Hazards marked (!F) cannot be focused by the Geomancer line of classes, and as such, they can be rerolled for 5 MP. If a hazard is not marked (!F), it cannot be rerolled. Arena Change, Job Class Change, and any hazards marked "Ref's Choice" cannot be focused, and Guest Hazards may not be called up by Geomancers at all.
  • If a hazard says "Any blue mages on hand learn the spell" or something of that nature, this applies to ANY class that can learn blue magic. Blue Wizards, Magikoopas-in-Training, and Sorcerers can also learn magic from hazards, even if it's not specifically stated.

  • HAZARD SETS
    (Yoshi's Island) (M.U.G.E.N) (Street Fighter) (Mega Man X) (Final Fantasy) (Other RPGs) (Items) (BOTVGH) (Megaman Weapons) (Espers) (Materia) (Beer) (WARGH) (Change Job Class) (Super Special) (Item Script) (Call Script) (Guest Hazard) (Master List) (Megaman Battle Network) (SSBM Items) (RPG World) (Flame of Recca) (#BOTVGH_Bosses History) (Donkey Kong) (Aqua Teen Hunger Force) (Really Evil) (Triple Trouble) (Grab Bag) (Arena Change)

    First Hazard Set: Yoshi's Island (3d6)
    Kamek's minions are out and causing havoc! The majority of these hazards cause status ailments, but there are damage-dealing ones as well.
    3 - Baby Bowser - Rushes the arena and nearly destroys it! Flip coin for each fighter; if heads, HP reduced to 1.
    4 - Hookbill the Koopa - Randomly jumps on one fighter and KO's him/her.
    5 - Magikoopa Magic - Random status ailments for each fighter.
    6 - Bigger Boo - Reverses HP and MP of all fighters (except bosses).
    7 - Marching Milde - Falls on one fighter and explodes! (Assume 80 Atk) Double damage to randomly-selected central target, physical damage to all other fighters (!D)
    8 - Potted Ghost - Ooga booga? Flip coin for each fighter; paralyzed with fright for 31 ticks if heads.
    9 - Salvo the Slime - Eww! The stench! Flip coin for each fighter; poisoned for 41 ticks if heads.
    10 - Naval Piranha - HEADBUTT! 20 HP damage to one fighter. (!J)
    11 - Burt the Bashful - Bouncing damage; 10 HP per hit. One target at a time, keep bouncing until Tails/Tails or after 5 hits.
    12 - Sluggy the Unshaven - Wraps fighters up in his squishy body in an attempt to suffocate them. Flip coin for each fighter; mute for 21 ticks if heads.
    13 - Raphael the Raven - Spins the arena around, making everyone dizzy! Flip coin for each fighter; confused for 41 ticks if heads.
    14 - Tap Tap the Red Nose - Bouncing damage; 20 HP per hit. One target at a time, keep bouncing until Tails.
    15 - Prince Froggy - One random fighter is shrunk by Kamek to bite-size for 41 ticks! (Tiny status)
    16 - Gargantua Blargg - Knocks one fighter up into the air and out of the arena. That fighter is MIA for 36 ticks. (!J)
    17 - Kamek's Toadies - Kidnap one random fighter, removing him completely from battle.
    18 - Ref's Choice - You never know what the ref's gonna pull out if this comes up! Could be an Incoming Chomp, a psycho Yoshi, or worse!!

    Second Hazard Set: M.U.G.E.N (1d86)
    Some of you may have heard of the downloadable fighting game, M.U.G.E.N, which features characters from all kinds of games. They can heap on the damage, so they make perfect hazards. I now have hazards for ALL of my M.U.G.E.N characters.
    1 - Ref's Choice - This hazard is whatever the ref feels like using.
    2 - Cammy - Spawn Street Fighter hazard 9 (Cammy joins).
    3 - Crono - Crono begins powering up for Luminaire. He has 75 HP, no MP, and 100 MAtk. If you don't take him down before the next hazard, he'll use Luminaire. Each fighter will take damage as though it were a 50 MP attack.
    4 - Donatello - Pokes a random fighter with his bo. Roll 1d10, multiply by 5, and deal damage to a random fighter. (!J)
    5 - Edgar - AutoCrossbow. Physical damage to all fighters. (70 Atk)
    6 - Jigglypuff - Jigglypuff sings a song! For each fighter, flip a coin. If heads, they fall asleep.
    7 - Sailor Jupiter - Jupiter Double Axle. The last fighter to move takes 20 HP damage. (!J) (!D)
    8 - Kain - Kain doesn't have the mad jumping skillz he had in FF4. Because of this, he gets mad and whacks 3 random fighters with his lance for 18 damage apiece. (!D)
    9 - Kamek (the small one) - Troopa Rush! For each fighter, determine damage by rolling 1d(current HP). (!J)
    10 - Kamek (the large one) - Roll 2d(current HP) for each hero and 2d75 for each boss, and deal damage accordingly. Ignore the critical rule. (!J) (!D) (!F)
    11 - Karin - Smashes the ground with her stick... thing. 20 damage to anyone on the ground, 40 damage to anyone underground. (!J)
    12 - Kefka - The shiny thing of doom! Roll 25d2; whatever comes up, that damage is done to all fighters.
    13 - Kung Fu Man - Kicks one fighter for 10 damage. Yawn. (!D)
    14 - King Ghidora - Fires Gravity Bolts all over the arena! Roll 1d10, deal 8 HP damage to that many fighters.
    15 - Kirby - Smacks one fighter with his hammer for 30 HP damage. (!J) (!D)
    16 - Knuckles - Metal Sonic runs into the arena. Flip a coin; if heads it joins the good guys, if tails it becomes a boss. Either way, it has 100 HP, 0 MP, 12 speed, and auto-Berserk.
    17 - General Leo - Hyper Dash. Deals instant death to a random fighter. (!J) (!D)
    18 - Leonardo - Uses a variety of nifty sword slashes to deal 22 HP damage to all fighters.
    19 - Magus - Black Hole. The last fighter to move and the next fighter to move both lose 75% of their HP.
    20 - Mai Shiranui - Uses some incredibly cheap, AI-spawned combo to reduce one fighter's HP to 10%.
    21 - Mario - Add a Blue Koopa Shell to the arena items. When thrown, it deals 48 damage to an enemy. However, there is a 10% chance that it will get stuck between the enemy's legs, bouncing back and forth, causing 1200 damage and ignoring critical. (1 use)
    22 - Marle - Stop. Flip a coin for each fighter, stopped for 10d2 if heads.
    23 - Sabin - Bum Rush! Roll 1d1000, deal damage to one fighter, and ignore critical.
    24 - Megaman - A random fighter instantly gains 3 levels of charge.
    25 - Ultimate Armor X - Novaaaa Striiiiiike! Pick a fighter and flip 3 coins. For each heads, fighter takes physical damage (assume 200 Atk, ignore all defensive modifiers).
    26 - Sailor Mercury - Does her rising spin kick, but glitches and disappears. 75% of all fighters go MIA for 31 ticks.
    27 - MetaKnight - Samurai Morph. He dashes across the arena in the blink of an eye, and if anyone gets in his way they'll take major damage. Flip a coin for each fighter; if heads, reduce HP to 1. If immune to that, reduce HP by one-third. (!J)
    28 - Rainbow Mika - Jumps into the air and starts kicking the bejeezus out of anyone there. All airborne fighters take 30 HP damage.
    29 - Michaelangelo - Drrrrragon Breath! Roll 2d6, pick that many combatants, and deal 5 HP damage to each one.
    30 - Morrigan Aensland - Uses her succubus "charms" on a random male fighter. Treat like Bad Breath (see blue magic).
    31 - Mr. Game & Watch - Judgement. Pick a fighter and roll 1d9. If it's a 9, deal 100 damage; if it's 7, heal 30 HP; otherwise, damage is 5x the amount rolled. (!J)
    32 - Norimaro - Tosses items from his bag o' stuff. Spawn 3 item hazards (any item set).
    33 - Peach - Peach summons Toad, who tosses her a Warp Whistle. She then summons a Warp Tornado which blows one fighter out of battle. (!D)
    34 - Raphael - Hits two fighters with his sai daggers. 10 damage apiece. (!J) (!D)
    35 - The Rock - Rumbles slowly toward one fighter. That fighter gets 20 seconds to move out of the way, otherwise Rocky will... uh... run into him repeatedly for 100 damage. Ignore critical. (!J) (!D)
    36 - Roll - Shoots one fighter with her arm cannon repeatedly. 10 damage and Stop for 11 ticks. (!J)
    37 - Roomi - Meow! One random fighter is turned into a catboy or catgirl. Their attack and magic attack go up for the remainder of the battle, and speed goes up by 2.
    38 - Rydia - Bahamut! Spawn Esper hazard 29, but with DOUBLE EFFECT.
    39 - Super Sonic - Glows with a powerful, DBZ-esque aura. Whoever goes next is tossed around for 40 damage.
    40 - Super Mario - Yow! Are his combos unstoppable or something?! One fighter learns a little something from watching Super Mario; that fighter receives Quick for a whopping 51 ticks!
    41 - Tails - Takes one fighter airborne for 21 ticks, whether s/he likes it or not. (!J) (!D)
    42 - Sailor Venus - Tee hee! She throws little hearts at one fighter for 20 damage and confusion for an indefinite time period. (!D)
    43 - Washu - Add Mecha Fist to arena items. This increases attack by 75 points. ([IU])
    44 - Yuka Takeuchi - Yuka joins the heroes as a V. G. Fighter. (!F)
    45 - Zero - Due to a programming error, he can use supers even when he doesn't have the energy for them. The fighter with the least MP may now use magic even if they don't have the necessary MP for it. This only lasts 2 turns, however.
    46 - Ryu - Shinkuu Hadouken! It's a beam attack now, instead of a fireball, so deal magic damage (treat as 70 MAtk, 25 MP) to one team!
    47 - Akuma - Spawn Street Fighter hazard 2 (Raging Demon).
    48 - Chiho Masuda - Any ninjas in the arena receive 3 Kunai throwing daggers. If no ninjas are present, Chiho joins the battle as an Assassin. Which side does she join? Whichever offers her the most!
    49 - Tamao Mitsurugi - Tamao BEEEEEEAM! Flip a coin. If heads, deal 24 HP damage to all heroes; if tails, 48 damage to all bosses.
    50 - Reimi Jyahana - Roll 1d5. If it's anything but a 1, Reimi hits a random fighter with a Burning Rose fireball for 10 damage. If the roll is 1, she uses Gryphon Nail on the last fighter to move, reducing HP by 75% (!J) (!D)!
    51 - Satomi Yajima - Kaenzan - One random combatant is thrown into the air by Satomi's spinning fiery Kaenzan. 30 HP damage, and they automatically go airborne for 6 ticks.
    52 - Balrog - Me big! Me strong. Me punch one fighter for 45 HP damage.
    53 - Charlie - Spawn Street Fighter hazard 11 (Sonic Blitz).
    54 - Fei Long - Spawn Street Fighter hazard 18 (Rekka Ken Re-Dizzy Combo).
    55 - Guile - SpawnStreet Fighter hazard 22 (Vengeance).
    56 - Kung Fu Girl - Goes psycho. The last two fighters to move are caught in a deadly aura and take 25d2 HP damage each.
    57 - Sakura Kasugano - Spawn Street Fighter hazard 23 (Fangirl-ism).
    58 - Terrorist KFM - A sniper is added to the game. He's listed as a boss but is in reality his own team. Every time someone moves, he'll snipe a random fighter. This effect lasts until the next hazard. (!F)
    59 - Yellow Devil - Uh-oh! The infamous Megaman enemy joins the bosses with 400 HP, 0 MP, and all Grappler skills. Luckily, his Speed is a mere 8. (!F)
    60 - Homer Simpson - Meh... nothing real hazard-worthy about Homer. ;_; Spawn a new hazard.
    61 - Psycho Shredder - Interruptions Hazard! Psycho Shredder challenges all combatants. He has 50000 HP and MP, and innate Metal and Regen. (Basically, the battle becomes an unbeatable joker) The EXP penalty for running away is removed, so you may flee in terror. (!F)
    62 - Jun Kubota - Uses the Flying Kubota Buster on a random combatant, causing 50-100 HP damage. (!J) (!D)
    63 - Ayako Yuuki - Ayako uses the Final Tornado Illusion Crisis. Everyone has 20 seconds to move out of the way or suffer 40 HP damage.
    64 - Eririn Goldsmith - The blonde bunnygirl uses her flamethrower to douse the arena in flame! Roll 2d3, multiply by 10, and deal damage to all fighters.
    65 - Dan Hibiki - Shun Boku Satsu!! Dan uses what looks like the Raging Demon on a random fighter. When the move is over, though, the target is unharmed and it's Dan who's KO'ed. (!J)
    66 - Ken Masters - Spawn Street Fighter hazard 5 (Shouryureppa).
    67 - Zangief - Spawn Street Fighter hazard 3 (Final Atomic Buster).
    68 - Axl Low - Axl Bomberrrrrr! 25 HP damage to anyone in the air (or if nobody is airborne, the last fighter to move).
    69 - Chun-Li - Seems a tad... overpowered. O_o  The fighter with the highest Atk power has it doubled.
    70 - Millia Rage - She's cheaper than a ballpoint pen at a clearance sale. She grabs the last hero to move and performs the Iron Maiden for an instant KO. (!J) (!D) (!F)
    71 - May - May's anchor appears on the arena floor. It adds a whopping 100 points to your Atk score, but because of its size, it also causes Accuracy -20 and Speed -1. ([IU])
    72 - Ky Kiske - Flip a coin. If heads, Ky uses Ride the Lightning on a random boss, dealing 50 HP damage. If tails, he uses Sacred Edge instead, which deals five hits worth 10 damage each. (!F)
    73 - Testament - Instead of Zio, MUGEN Testament has Kliff's sword following him around. Add the Dragonslayer to the bosses with 500 HP, 200 Atk, 10 Speed, and auto-Berserk. (!F)
    74 - Chipp Zanuff - "Find me!" The last fighter to move recieves Vanish status for 41 ticks, or until s/he is hit.
    75 - Anji Mito - ISSEI OUGI SAI, MUTHAFUGGA. 30 HP damage to one fighter, and drop CT by 20.
    76 - Samus/Megaman.EXE - They play so similarly, it made sense to have them share a hazard. Anyway, they're utter projectile whores; pick ten random people (repeats allowed), deal 10 damage to each one.
    77 - Vega - Spawn Street Fighter hazard 19 (Vega's Claw). ([IU])
    78 - Karin Kanzuki - Spawn Street Fighter hazard 24 (The Bitch-Laugh).
    79 - Sodom - Spawn Street Fighter hazard 25 (Daikyou Burning).
    80 - Juni - Juni joins the bosses as a Street Fighter. No stat boosts or anything; after all, she's not all that effective without Juli backing her up... (!F)
    81 - Queen Beryl - Can you say overpowered? Beryl flicks a random fighter with her pinky; that fighter loses half his/her maximum HP. (!J) (!D)
    82 - Protoman - Someone edited Megaman's MvC2 sprites to make a Protoman character. Anyway, Protoman tosses his shield into the arena; spawn Mega Man weapon hazard 81. ([IU])
    83 - Cless Alvein - Cless uses the Phoenix technique; he leaps into the air, then crashes to the ground in a fiery blaze. Deal 20 HP damage to all fighters, and burn one randomly. (!D)
    84 - Donkey Kong - Spawn Donkey Kong hazard 1 (Giant Punch).
    85 - Boggy B (Worm) - Flip a coin. If heads, a Concrete Donkey lands on a random fighter, dealing 100 damage three times over ignoring critical (!D). If tails, ARMAGEDDON!!!!1111 30 -- yes, 30 -- meteors rain from above and land on random fighters for 25 damage apiece (!D) (!F)!!
    86 - Blanka - Spawn Street Fighter hazard 21 (Electricity).

    Third Hazard Set: STREET FIGHTER (1d27)
    From the Shotokans to the villains to the characters some people have probably never heard of, we got all the bases covered. Beware the "Master of Fists"...
    1 - Shin Akuma - Interruptions Hazard! Shin Akuma challenges ALL combatants with a minimum 1800 HP and MP and 24 speed. He also instantly recovers from all bad status. Oh, and one more thing: Critical rule is disabled for the remainder of the battle! (!F)
    2 - Akuma - Raging Demon. One fighter is instantly KO'ed. (!J)
    3 - Zangief - Final! Atomic!! BUSTER!!! One fighter is slammed into the ground repeatedly, and reduced to 1 HP. If immune to that, deal 400 damage instead! (!J) (!D)
    4 - Ryu - Shinkuu Hadouken! Magic damage (treat as 70 MAtk, 25 MP, 3 times) to one fighter. (!J) (!D)
    5 - Ken - Shouryureppa! Deal physical damage to one fighter... three times! (Assume 250 Atk) If the fighter is airborne, knock them out of the sky and double the damage!! (!D)
    6 - Chun Li - Whirlwind Kick. 15 HP damage per hit; flip 2 coins after each hit. Attack ends when 2 tails show, or after 5 hits. (!D)
    7 - Sagat - Tiger Genocide. Does 15 HP damage to all fighters. (!D)
    8 - Balrog - All bosses go MIA, and Balrog challenges the heroes as a Berserker with double HP. The bosses remain MIA until Balrog is KO'ed. (Thanks to Carter for the suggestion) (!F)
    9 - Cammy - Cammy joins the battle as a Street Fighter, but with 12 speed. Flip a coin. If heads, it's the amnesiac British Special Forces Cammy, and she joins the good guys. If tails, it's pre-amnesia Shadowloo Cammy, and she joins the bosses with double HP/MP!
    10 - Dan Hibiki - It's the taunting wonder! The next fighter to use 7 or more MP MUST use it on a Super Taunt which will do nothing.
    11 - Charlie - Sonic Blitz. Roll 1d5; Charlie throws that many Sonic Booms at a random fighter. They deal 15 HP damage apiece. (!J) (!D)
    12 - E. Honda - Hundred Hand Slap. Pick a fighter, flip 2 coins, and roll 1d10. If both coins are heads, the fighter blocks the attack and takes damage equal to 1x the number rolled. Otherwise, 10x the number rolled.
    13 - Character vs. Same Character - A random character is cloned, but added to the opposing side!
    14 - M.Bison - Psycho CRUSHAAAAA!! Everyone loses 50-75% of his HP.
    15 - Rolento - Grenade. Rolento drops a grenade on the fighter with the lowest HP (KO'ed combatants included), exploding them (remove from battle). (Thanks to Carter for the idea.) (!J)
    16 - Birdie - The Birdie. Birdie headbutts three fighters with his mohawk, causing 20 damage and indefinite Stop. If any of these fighters are not un-stopped before the next hazard, Birdie will plow through them for 150 damage ignoring critical. (!J) (!D)
    17 - Gen - Zen'ai. Gen rushes past a random fighter, and they receive ??? status. As their next turn starts, they take 40 HP damage ignoring critical. (!J)
    18 - Fei Long - 4-Hit Rekka Ken Re-Dizzy Combo! All PARALYZED or CONFUSED fighters lose 28 HP and have 40 ticks added to their paralysis/confusion timers. If nobody is paralyzed/confused, one random combatant takes 28 HP damage and is paralyzed for 41 ticks.
    19 - Vega - Oh nos! Vega dropped his claw onto the arena floor. It gives +90 to attack power, but a solid hit can knock it off. ([IU])
    20 - Dhalsim - Dhalsim can read minds. If the boss's stats are hidden, Dhalsim performs a scan. Otherwise, he dizzies one fighter with a Yoga Fire/Fierce Punch combo. Physical damage (35 Atk) and stop for 21 ticks. (!J)
    21 - Blanka - Sits in the middle of the arena using Electricity. All physicals until the next hazard will not hit, instead hurting the attacker for 20 HP damage. (!F)
    22 - Guile - Guile is consumed with vengeance! The last combatant to KO someone finds him/herself on the wrong end of a Sonic Hurricane. 28 HP damage. (!J) (!D)
    23 - Sakura Kasugano - Sakura just loves fighting. But she loves Ryu even more. :P Flip a coin; if heads, Sakura joins the heroes as a Street Fighter. If tails, spawn Street Fighter hazard 4 (Ryu, Shinkuu Hadouken). (!F)
    24 - Karin Kanzuki - Karin does... THE BITCH-LAUGH! All fighters are forced to cover their ears, and no actions may be taken until the next hazard.
    25 - Sodom - Daikyou Burning! Sodom grabs one fighter in his jitte, and drags them along the ground for 1d6 x20 damage. (!J) (!D)
    26 - Bison's "dolls"
    - You are a threat to Bison's psycho power, and must be eliminated! Juli and Juni are added to the bosses as Street Fighters (their Trance Gauge is shared). When their Trance Gauge is full, they can pull a super team attack! (!F)

    27 - Ref's Choice - Completely random, but guaranteed to be nasty. >:)

    Fourth Hazard Set: MEGA MAN X (1d35)
    X, Zero, and lots of assorted Mavericks make up this hazard set, which was expanded in April 2006. It used to be a pretty decent balance between outright damage and status ailments, but now it's one of the meaner hazard sets out there. The major characters -- such as X, Zero, Sigma, Vile, etc. -- can be particularly nasty. Not to say it's ALL bad, but hazard controllers should be wary.
    1 - Ref's Choice - This could be anything, not necessarily a Megaman X hazard either!
    2 - Mega Man X - X blasts away at a random fighter with a large array of X-Buster blasts. Deals 1d5x50 damage, and ignores critical.
    3 - Zero - Zero attacks a random fighter with his Beam Sabre! Flip two coins. If both are heads, the target is cleaved in two (KO); otherwise, 1d3x60 damage ignoring critical.
    4 - Sigma - Sigma has lots of all-powerful battle bodies and insane attacks, but nothing beats the PURPLE BLOCKS OF DOOM from Mega Man X5. Two random fighters are smashed by said blocks for instant KOs.
    5 - Vile - Vile joins the bosses as an X-Magitek Trooper. Here's the kicker: you can't damage him AT ALL unless someone explodes on him first. Defeating him is not required to win. (!F)
    6 - Chill Penguin - Chill Penguin attacks the last fighter to move with his icy breath, adding freeze status. (!J)
    7 - Storm Eagle - Storm Tornado! A random fighter is blown right out of the arena. MIA for 21 ticks. (!J) (!D) If airborne or underground, Storm Eagle divebombs them instead for 20 damage.
    8 - Flame Mammoth - Spews oil onto a random fighter. The next fire-elemental attack to hit that fighter will deal double damage AND add Burn status! While "oil" is not a defined status effect (and cannot be blocked by safeguard), it can still be removed via Esuna.
    9 - Armored Armadillo - Bash, smash, crash! Armored Armadillo bounces through the arena and damages all fighters for 30 HP.
    10 - Sting Chameleon - He likes to hide in the trees, and a random combatant decides to follow suit. Add Shadow status for 21 ticks.
    11 - Dr. Light's Capsules - Flip a coin. If heads, Dr. Light upgrades your firepower (all heroes get +20 Atk). If tails, he enhances your armor instead (all heroes get +20 Def). (!F)
    12 - Wheel Gator - Gator grabs a random fighter and drags them into the water. 35 HP damage, and add underground status for 11 ticks (cannot attack upon surfacing). (!J)
    13 - Morph Moth - Morph Moth zaps one fighter with his laser, dealing 10d10 damage.
    14 - Magna Centipede - This guy is a pain in the ass! He grabs one fighter and steals one randomly-chosen ability, permanently disabling it. Also removes all status boosts.
    15 - Overdrive Ostrich - Fires some Sonic Slicers into the air, whereupon they rain down upon the combatants for 65 Atk worth of damage.
    16 - Violen - The largest of the X-Hunters swings his giant mace around the arena, smashing four random fighters for physical damage (120 Atk). (!D)
    17 - "It seems you let him die and he's not too happy about that!" - If any heroes are dead, Sigma randomly picks one to add a (fully-healed) clone to the bosses. (!F)
    18 - Toxic Seahorse - Acid Burst! 15 damage, Poison and Seizure to a random fighter.
    19 - Gravity Beetle - A random fighter gets sucked into the Gravity Well and is removed from battle.
    20 - Dr. Doppler - The bosses get a weird green barrier thing until the next hazard. The barrier absorbs all would-be damage and turns it into healing instead! (!F)
    21 - Web Spider - Flip a coin for each fighter; if heads, that fighter is ensnared in a Lightning Web and paralyzed for 41 ticks.
    22 - Storm Owl - Storm Owl gets impatient with the battle and launches Double Cyclones in all directions. Deals 1d100 damage to each fighter, double damage to airborne combatants.
    23 - Magma Dragoon - What kind of Maverick uses Hadouken and Shouryuken? I know Capcom likes its cross-promotion, but... anyway, Magma Dragoon joins the bosses with Street Fighter stats. (!F)
    24 - Iris - Iris's giant mech fires a huge purple energy beam through the arena, halving everyone's HP and MP.
    25 - Tidal Whale - Deja vu... Capcom got lazy and, instead of giving Tidal Whale his own theme, they reused Bubble Crab's music from Mega Man X2. Thus, instead of coming up with a hazard here, respawn the previous hazard.
    26 - Bolt Kraken - All fighters get 20 seconds to jump to a wall. After 20 seconds, Kraken will cover the ground with electricity, and anyone who hasn't jumped will take 40 damage. (!J)
    27 - The Enigma - The giant cannon Enigma appears in the arena. It cannot be picked up or used, but if a ref bomb occurs randomly, the Enigma has a 50% chance to prevent it.
    28 - Spike Rosered - Spike attacks a random fighter with his vines, dealing 25 damage and paralysis. (!J) (!D)
    29 - Zero Virus - The virus attempts to infect all fighters! For each fighter, roll 1d20. If it's below 10, the fighter is poisoned for 41 ticks... but if it's 1, they become invincible for 11!
    30 - Nightmares And Reploids - A Reploid joins the heroes as a Red Mage who will do nothing but cry "help". Meanwhile, two Nightmares join the bosses with 140 HP and 11 speed. If either one gets a turn, they'll possess the Reploid and it will join the bosses. If the Reploid is still safe at the end of the battle, the heroes get 1 additional EXP. (!F)
    31 - Blaze Heatnix - A Red Donut Robot From Hell shows up in the arena. Four "targets" join the bosses (100 HP each), all with the same speed (14) and CT, and they will always converge their attacks on a target. (!F)
    32 - Blizzard Wolfang - AVALANCHE!! Three random fighters take 25 damage and have their CT reset.
    33 - Rainy Turtloid - Insert acid rain here. All fighters get seizures.
    34 - Illumina - Background potshot robot from hell. From now until the next hazard, on every turn, Illumina will blast a random fighter for 35 damage.
    35 - Infinity Mijinion - Yeah, what the shit is a mijinion... anyway... Until the next hazard, if any boss takes 100 damage or more, a clone of it will appear! Multiple clones can be created in this manner, and the clones will stick around even after the hazard ends, so beware! (!F)

    Fifth Hazard Set: FINAL FANTASY (1d79)
    Character hazards, job class hazards, event hazards, even monster hazards! Based off the ever-popular RPG series, this is among the most dangerous hazard sets... but it can also be among the most useful. Hazard 11, Rydia, is the only hazard that allows people to join late.
    1 - Kefka - Fallen One. For each fighter, flip a coin. If heads, fighter's HP is reduced to 1.
    2 - Strago - Roulette. Instantly KO's a random fighter. (!F)
    3 - Edward Chris von Muir - Sing. Edward plays his harp, causing random status ailments to affect all fighters.
    4 - Setzer Gabbiani - Fixed Dice. For each fighter, roll 5d10 and deal damage accordingly. (!J) (!D)
    5 - Atmos - OK, now this one is weird. If a fighter has 0 HP, s/he is removed from battle, eliminating any chance for revival.
    6 - Cyan Garamonde - Quadra Slam. Quadra Slam. Cyan hits four random fighters with his sword, dealing physical damage. (110 Atk) (!J) (!D)
    7 - Cait Sith - Roll the slots. The resulting damage/heal/surge(s) targets all fighters unless focused. (Surges cannot be focused.)
    8 - Yang Fang Leiden - Flip a coin; if heads, Yang kicks, dealing physical damage to all fighters. If tails, he Multistrikes one fighter. (60 Atk) (!J) (!D)
    9 - Rosa Farrell - Each fighter recovers 30 HP and receives a random status boost, courtesy of Rosa's white magic. (!J) (!D)
    10 - Mog - Dances. Flip 2 coins. If both heads, a random fighter is restored to full HP and MP by a Sun Bath. If both tails, a random fighter is removed from battle completely via Snare. If one of each, each fighter receives two status changes (they may be positive or negative).
    11 - Rydia of Mist - If anyone is watching and wishes to join, Rydia "summons" one person in. Add some HP and MP to the boss's stats as well, for balance. If there are no spectators, a random call script character is summoned to join the heroes. (!F)
    12 - Sabin Rene Figaro - Mantra. Flip a coin for each fighter; if heads, fighter recovers 15 HP.
    13 - Umaro - Me big! Me strong! Me SMASH! Deals physical damage to a random fighter (assume 250 Atk). (!J) (!D)
    14 - Edgar Roni Figaro - Chainsaw. Roll 1d50; whatever comes up, that damage is dealt to a random fighter. This ignores the critical rule, and if the die comes up a multiple of 10, the target is KO'ed instantly. (!J) (!D)
    15 - Exdeath - Casts Flare, Holy, and Meteo on one hero for massive damage a la Galuf. Ignores critical rule. (!F)
    16 - Ninja - One random fighter gains the ability to hold 2 weapons! You may now slash twice without losing potency.
    17 - Geomancer - One random fighter becomes immune to hazards for the rest of the match.
    18 - Neo Exdeath - Can you say Algamest, boys and girls? All fighters take 30 damage and receive Seizure status.
    19 - Berserker - One random person becomes -- YOU GUESSED IT -- Berserk. Will not wear off, must be dispelled.
    20 - Chemist - A random fighter may now mix items to form new, unique items. Also, healing items have double effect and Potions can be made at will.
    21 - Dancing Knife - For one random fighter, physical attacks have a 50% chance of coming out as Dance. Dance may drain HP (Jitterbug Duet), drain MP (Mystery Waltz), deal 3x phys damage (Sword Dance), or confuse the enemy (Tempting Tango).
    22 - Black Mage - Ref picks 5 black magic spells, and casts them on random targets. (80 MAtk)
    23 - White Mage - Ref picks 5 white magic spells, and casts them on random targets. (80 MAtk)
    24 - Time Mage - Ref picks 5 time magic spells, and casts them on random targets.
    25 - Blue Mage - Pick a random blue magic spell and cast it on someone. If they are a blue mage they learn it. (80 MAtk)
    26 - Summoner - Pick a random summon spell and cast it on someone. (80 MAtk)
    27 - Red Mage - Takes FOREVER to master! Can you say 1359 ABP? One fighter goes MIA for 51 ticks trying to master Red Mage.
    28 - Offering - Random person gains use of X-Fight, which throws 4 physical attacks per turn... but the targets are randomly chosen and the damage is lessened.
    29 - Gilgamesh - Enters the battle as a boss with 100 HP, 0 MP, and 10 speed. Runs away when defeated. (!F)
    30 - Mystic Knight - Anyone who goes into Critical gets automatic, permanent Magic Defense Up.
    31 - Gau - Uwaaooo!! Gau joins the heroes with 80 HP, no MP, and 14 speed. He will Rage whatever the PREVIOUS boss was, using its attacks in battle. (!F)
    32 - I Want To Be Your Canary - One fighter's job class is changed to Actor. Their special abilities are Poly, Pyro, and Medeo; these look spectacular but deal 0 damage.
    33 - Trance - Something terrible happens, and one random fighter becomes so upset that s/he goes into Trance for 31 ticks! Battle power is raised and special abilities change.
    34 - Adelbert Steiner - Captain Adelbert Steiner of the Pluto Knights joins the heroes (160 HP, 50 MP, 9 speed). If allies cast magic on his sword, he can use it to perform powerful Magic Sword attacks. He can also use all Knight Captain abilities. (!F)
    35 - Vivi Orunitia - Focus. All fighters receive Magic Attack Up for the remainder of the battle. Cannot be dispelled, does not go away even if a K.O. occurs.
    36 - Zidane Tribal - If any females are fighting, Zidane hits on them, causing Confusion for 41 ticks. Otherwise, he steals one item from a random combatant. If nobody has any items, he stabs someone for physical damage (90 Atk). (!J) (!D)
    37 - Alleyway Jack - Casually strolls through the arena, and steals 5 EXP from one hero. (!J) (!D) (!F)
    38 - Queen Brahne and the Bomb - Brahne fires a large Bomb into the arena. You have 60 ticks to conclude the battle before it explodes and kills everyone. (The bomb cannot be targeted or receive turns.) (!F)
    39 - Black Waltz No. 3 - KtR's previous boss was never killed, and it joins the current bosses! It went a little crazy after its defeat, and that affects its battle tactics. If KtR's previous boss won, reroll. (!F)
    40 - Eiko Carol - Plays her flute. Flip a coin; if heads, spawn a random white magic spell. If tails, call forth a random summon. Assume 65 MAtk.
    41 - Quina Quen - Quina, looking for "delicious food", barges into the arena and joins the heroes as a Qu Warrior. 150 HP, 150 MP, 11 speed, and some... unique abilities. (!F)
    42 - Epitaph - Casts Mirror on a random hero. The target is KOed instantly, and an evil clone is added to the bosses with full HP/MP. (!F)
    43 - Ozma - Ozma casts Curse. All combatants take physical damage (assume 250 Atk), and receive Confuse/Slow/Blind/Tiny/Poison status for 31 ticks. Luckily, each status change has a 50% chance of being added.
    44 - Freya Crescent - Six Dragons. Flip two coins for each hero (one for HP, one for MP). If heads, fully heal that stat; if tails, reduce to 1. (!F)
    45 - Necron - Grand Cross. Roll 1d3 for each fighter and apply that many status ailments. If "Nothing Happens", treat it as an instant KO.
    46 - Malboro - Bad Breath, one random fighter. 'Nuff said. If it targets a blue mage, s/he learns it.
    47 - Movers - Little red balls of DEATH! Pick a random fighter and roll 1d3. If it's a 1 or a 2, cast Firaga on that fighter (assume 100 MAtk and 18 MP). If a 3 is rolled, it's Delta Ray and the target is Petrified.
    48 - Cactuar - OMFG 100 NEEDLES. Deal 100 HP damage, ignoring status boosts, to one fighter. If it's a blue mage, s/he learns it.
    49 - Antlion - Uh-oh, it's the recurring boss monster of the series, and it's pissed off! It uses Sandstorm on a random fighter. Drop HP to 1d9, and add Blindness as well. (!J)
    50 - Veteran - Everyone's favorite flying eyeball thing has popped into the arena for a visit. It casts Condemned on a random fighter, 75% chance of giving them a Death Sentence. If the target is a blue mage, s/he learns it.
    51 - Tonberry - One of the most dangerous non-boss creatures in Final Fantasy history. It DOINKS the last fighter to move for 9999 HP damage (do NOT ignore critical). (!J)
    52 - Ezel Berbier - Flip a coin. If heads, Ezel casts Astra on one fighter, providing one-shot status protection. If tails, he casts Azoth. Flip for each fighter; add Sleep if heads.
    53 - Amarant Coral - Good news: Amarant joins the heroes as an Outlaw. Bad news: he doesn't give a flying shit about his teammates, and will only fight for his own survival. (!F)
    54 - Tifa Lockheart - Say what you want about Tifa, but she's famed for two things, and they're both just below her shoulders. Check the turn order; if the next fighter to move is "into women", s/he loses that turn ogling Tifa. (If the fighter is a gay male or straight female, the hazard has no effect.)
    55 - Ramza Beoulve - Ramza uses Yell on a random combatant, and their speed goes up by 1 for the rest of the fight.
    56 - Mustadio Bunanza - If any fighters are undead, Mustadio uses Seal Evil and petrifies one instantly! (If there are multiple undeads, pick one randomly.) Otherwise, he uses Arm Aim on the last fighter to move, paralyzing them for 21 ticks.
    57 - Rafa Galthana - Heaven Thunder. Roll 1d6; that many lightning strikes occur in the battlefield. Each one has only a 25% chance of success, and deals 10 damage to a random fighter. (!D)
    58 - Agrias Oaks - "Heaven's wish to destroy all minds... Holy Explosion!" Each fighter takes 25 HP damage, and has a 25% chance of becoming confused as well. (!J)
    59 - Queklain, the Impure King - "On the verge of death... Nightmare!" Three random fighters (no repeats) have a 50% chance of falling asleep, and a 50% chance of receiving a Death Sentence. Blue mages, if targetted, learn "Nightmare". (!J)
    60 - Mediator - Invitation. Roll 1d5. If the roll is 1, a random hero joins the bosses immediately... otherwise, there's no effect. (!F)
    61 - Squire - Throw Stone! The last fighter to move takes 5 HP damage. (!J) (!D)
    62 - Oracle - Flip a coin. If heads, "Pray Faith" is cast on the fighter with the most MP, giving Faith status for 21 ticks. If tails, it's "Doubt Faith" instead; add Innocent status.
    63 - Cidolfas Orlandu - T.G. Cid uses Lightning Stab. Pick 1d3 random fighters (no repeats) and deal 60 damage to each one. Also, each target has a 20% chance of being silenced. (!D)
    64 - Meliadoul Tingel -
    Meliadoul attacks the last fighter to move with a Mighty Sword technique! Remove all status boosts, destroy all held items, and deal 30 HP damage. If the target has no status boosts and no items, s/he takes no damage.
    65 - Beowulf Kadmus -
    Beowulf is FFT's king of status-rape. Pick one fighter and give them three random badstats.
    66 - FuSoYa - A top-of-the-line Lunarian mage! Considering his arsenal, his "Spirit" skill is pretty crappy, but he's using it anyway. Give Regen to all fighters for 31 ticks. (!J) (!D)
    67 - Edge - The arrogant prince of Eblan is also a skilled ninja! Spawn a random item; Edge throws it at a random combatant (effects vary depending on the item), then the item lands on the arena floor.
    68 - Tellah - One random hero is given the ability to cast Meteo... even if s/he doesn't have the MP for it! However, once you cast the spell, you'll die (sneeze) from overexerting yourself. (!F)
    69 - Kain Highwind - Kain joins the heroes as a Lancer!... but after ten ticks, Golbez will take control of him, and he'll join the bosses. After another ten ticks, he'll regain his senses and join the heroes. Repeat ad infinium. (!F)
    70 - The Mysidian Twins - Palom and Porom have a devastating combo spell... but it takes a long time to charge. At the NEXT hazard, deal 80 damage to all combatants.
    71 - Materia - lol materia. It's all over the place in FF7, and it's all over the place here! Spawn five Materia hazards.
    72 - Aeris Gainsborough - Everyone knows what fate eventually befalls her, but for now, the flower girl uses Healing Wind on the heroes. Recover half of your maximum HP. (!F)
    73 - Yuffie Kisaragi - Yuffie steals all materia in the arena... whether it's equipped or not! (If she steals any equipped materia, make sure to undo the status modifications.) She then joins the battle as an Outlaw; flip a coin. if heads she's a hero, if tails she's a boss. She also auto-equips every materia she stole!
    74 - Synthesis Shop - A Synth Shop appears in the arena. It has the same effect as Mix, but takes an extra turn. (!F)
    75 - Banon - Banon joins the heroes! He's a White Wizard, and he can use Health (a-la the Chemist trance skill), but if he is rendered unable to fight, you lose immediately, so make sure you keep him in fighting shape. (!F)
    76 - Ricard Highwind - Ricard joins the heroes as a Dragoon. He doesn't have the jump ability, but he does have double attack power. (!F)
    77 - Zeromus - Flip a coin. If heads, cast Big Bang on all fighters! Magic damage (32 MP, 70 MAtk) and seizure. If tails, Black Hole cancels all status boosts. (!J) (!D)
    78 - Ultima Tome - An Ultima Tome appears in the arena! Picking it up adds Ultima to your skillset, or gives you one free casting. However, for anyone to get the Ultima Tome, someone else must first break the seal... and doing so will sneeze you. (!F)
    79 - Ref's Choice - Who knows what might pop up...!

    Sixth Hazard Set: OTHER RPGs (1d120)
    This is all the hazards from various RPGs other than Final Fantasy and Mega Man Battle Network. After an August 2005 revamp, this set is mostly comprised of hazards from the various Mario RPGs, though it also has Chrono Trigger, Earthbound, Tales of Phantasia, and even a couple from Pokémon and Lunar. Some of these are pretty nasty, but some are quite good...
    1 - Ref's Choice - Heads up, this one is the ref's choice.
    2 - Mario (SMRPG) - Mario attacks a random fighter with his hammer for 20 damage. Flip a coin; if heads, add another 20 damage. (!J) (!D)
    3 - Mallow - Flip a coin. If heads, Mallow casts HP Rain, restoring 40 HP to a random fighter (!J). If tails, he uses Psychopath to scan the boss (!F).
    4 - Geno - Geno Boost. A random fighter receives Attack Up for 41 ticks. Flip a coin; if heads, fighter gets Defense Up as well.
    5 - Bowser - Poison Gas! Flip two coins for each fighter. If either is heads, add Poison for 41 ticks.
    6 - Peach (SMRPG) - Group Hug. All fighters recover 35 HP and have their status ailments removed. (!J) (!D)
    7 - Garro The Sculptor - Garro can sneak you into a secret room by disguising you as a statue! Pick a random hero. If s/he accepts, add Petrification and MIA for 21 ticks. If they come back from MIA before the battle ends, award 2 EXP. (!F)
    8 - Lakitu - Chomp. Spawn a random item and throw it at a random combatant (a-la Throw Item). Damage and effects depend on the item thrown.
    9 - Maple Syrup - All fighters drink some Maple Syrup and recover half their maximum MP.
    10 - Belome - Belome clones a random hero and adds the clone to the bosses (!J)... then he steps on a switch and floods the arena. All combatants go MIA for 21 ticks, ignoring Safeguards and even MIA protection! (!F)
    11 - Bowyer - Bowyer shoots an arrow and disables some type of ability (physical attacks, healing, etc.) for 31 ticks. (!F)
    12 - Croco - Croco steals all items from everyone... but he drops some. Add 1d3 random items to the arena floor. (!J) (!D)
    13 - Punchinello - Cue the explosives! Roll 1d4. On a 1, four Micro-Bombs join the bosses (30 HP). On a 2, four Bob-Ombs (50 HP). On a 3, spawn three Mezzo Bombs (200 HP). On a 4, spawn the King Bomb (300 HP)... which, by the way, is as powerful as a ref bomb! Luckily it requires three charges to go off... (!F)
    14 - Booster & Co. - First, each of Booster's three Snifits attacks a random combatant for 20 damage. Then, Booster himself uses the Loco Express and deals 50 damage to a fourth random fighter! (!J)
    15 - Bundt - Sand Storm! 10 damage to all fighters, add Attack Down and Defense Down.
    16 - King Calamari - The last fighter to move gets tossed into the air by one of Calamari's tentacles. Add MIA for 11 ticks and Paralysis for 31. (!J)
    17 - Johnny Jones - Get Tough! Any bosses who are below half HP get Attack Up and Magic Attack Up. (!F)
    18 - Yaridovich - If there is only one major boss, it splits into two! One is real, and one is a mirage. (!F) Otherwise, Yarid uses Willy Wisp and deals 70 damage to one fighter.
    19 - Jinx - BOMBS AWAY, BITCHES. This targets a random combatant and is worth 5000 Atk ignoring critical. If you can't Block this, consider yourself toast. (!J) (!D)
    20 - Culex - Shredder. Hey, what does that do, anyway? It removes all your status boosts, that's what. (!J)
    21 - Birdo - Birdo shoots 1d5 eggs at a random target. Each egg does 10 damage. (!J) (!D)
    22 - Axem Rangers - The Axem Rangers charge the Breaker Beam. At the next hazard, all fighters will take 150 damage, ignoring Metal (but not Auras).
    23 - Exor - He looked big and bad, but he was susceptible to the old 9999-damage trick. If any bosses are deathproof... well, not anymore they're not! (!F)
    24 - Smelter - Smelter joins the bosses! Its speed is low, but it will spawn pesky Shypers every turn. (!F)
    25 - Smithy - Magnum. Smithy shoots a tank shell at the last fighter to move for an instant KO.
    26 - Mario & Luigi - The Mario Bros. team up for a mighty Bros. Attack, dealing 20d3 damage to all fighters!
    27 - Mario (M&L) - A random combatant has his/her hindquarters set on fire by everyone's favorite red-clad plumber. 10 HP damage, but also Haste for 21 ticks. (!J)
    28 - Luigi - The younger Mario Brother bashes a random fighter with his hammer. Tiny status for 31 ticks. (!J)
    29 - Peach (M&L) - Peach joins the heroes as a White Wizard. As a turn action, you may "keep an eye on Peach". If nobody is watching her when her turn rolls around, she's kidnapped (sneeze) and all heroes lose 2 EXP. If she's KO'ed, no EXP is earned or lost. If she survives the battle, Mario & Luigi give you 1 EXP! (!F)
    30 - Peasley - Argh! That damn flash of light Blinds all fighters for 11 ticks. Oh well, at least Peasley attacks a random boss, dealing 140 Atk worth of damage (!F).
    31 - Popple - Popple joins the bosses as a Shadow Thief. He whores items: YOUR items! There's also a 75% chance of him having a random ally from the call script. (!F)
    32 - Queen Bean - Queen Bean SMAAAAAAHH!! A massive shockwave deals 20 HP damage to all fighters, 25% chance per fighter of Paralyze. (!J)
    33 - The Joke's End Boss - A large, ugly female Barbarian joins the bosses... but the heroes get to choose her name. (!F)
    34 - Psycho Kamek - Psycho Kamek hypnotizes a random hero into thinking s/he is someone or something else. Spawn a Job Class Change. (!F)
    35 - Dr. Mario Viruses - Three viruses, one of each color, join the bosses with 200 HP each. When hit, they randomly change colors; if all three match, all three are defeated. (!F)
    36 - Tanoomba - If the battle has lasted less than 20 ticks, YOU'RE NOT SUPPOSED TO BE HERE YET. >:O Tanoomba smacks a random fighter for 100 HP damage. Otherwise, 10 HP damage. (!J)
    37 - Beanstar - May only be awakened by a beautiful voice. If a bard is in play, s/he may awaken the Beanstar as a turn action. It will then grant one wish before disappearing. (!F)
    38 - Voice Theft - One fighter's voice is stolen, and replaced with explosives! Mute for 21.
    39 - Invincishroom - The last fighter to move eats an Invincishroom, turns green, and goes into a coma (treat as petrify). To cure him/her, one of his allies must go MIA for 31 and retrieve the cure from Gufawhaw Ruins. If the person eating the Invincishroom has no allies, s/he is immune to its ill effects; give Life 3 and invincibility for 11 ticks.
    40 - Multiple Coins - A "?" block appears in the arena; fighters get 1 EXP for hitting the block. It disappears at the next hazard. (!F)
    41 - Barrel Shield - One-shot magic blockage... if you can find a way inside! Hint: Aim low. (!F)
    42 - First Strike - Flip a coin. If heads, the heroes get a First Strike, and all their CT goes up by 50! If tails, the bosses get the First Strike instead.
    43 - Paper Mario - Paper Mario himself joins the heroes as a Traveler... and he comes equipped with five random badges! (!F)
    44 - Goombario - Tattle. Performs a full scan on an enemy, AND unhides their stats for the rest of the match. If all enemies' stats are visible, reroll. (!F)
    45 - Kooper - Dizzy Shell. A random fighter becomes dizzied, and his/her next offensive action will auto-miss. (!J)
    46 - Bombette - BOOM. 40 damage to one combatant. (!J)
    47 - Parakarry - Special delivery! Parakarry delivers one random item to each combatant.
    48 - Bow - A random fighter is smacked repeatedly with Bow's fan. Deal 5 damage, eight times.
    49 - Watt - Mega Shock! Flip a coin for each fighter, paralyze if heads. (!D)
    50 - Sushie - Uh... Sushie doesn't do all that much. <:O She will, however, remove Burn, Freeze, and any other mystery status you may have... good or bad!
    51 - Lakilester - Throws a Spiny Egg at a random fighter. Deals 50 damage... if it hits (80%). (!D)
    52 - Tutankoopa - Tutankoopa's strongest weapon is his faithful Chain Chomp, and it joins the bosses with auto-Berserk. (!F)
    53 - General Guy - General Guy sends out three Shy Guys to join the bosses and attack you. They have random job classes. (!F)
    54 - Lava Piranha - Bleck hyuck hyuck yuck! A random fighter gets Burned.
    55 - Crystal King - You know what's really annoying? When the bosses get healed for 700 HP. (!F)
    56 - Kammy Koopa - Kammy drops a block on a random fighter for 5d8 damage. (!D)
    57 - Tayce T./Zess T. - One's a chef, and one's a chef with attitude! Spawn two random food items, and mix them together. You might get a tasty treat... or you might just get a Mistake.
    58 - Gourmet Guy - This glutton of a Shy Guy sits in the middle of the arena, and won't let you take any items. However, if you feed him something yummy...
    59 - Chet Rippo - Chet can increase any stat for you... HP, MP, Atk, Def, MAtk, MDef, Acc, Evade, or Speed. But at what cost?
    60 - Twink - When you wish upon a star... all dead fighters are fully revived! If nobody is KO'ed, the fighter with the least HP gets restored to full health.
    61 - Star Rod - The boss with the most HP picks up the Star Rod, and becomes invincible! At the next hazard, a Peach Beam will remove the invincibility, but you have to bide your time until then. (!F)
    62 - Goombella - Rally Wink. The next fighter to move gets Quick for one turn.
    63 - Koops - Shell Slam. Roll 1d4 for each combatant. If it's a 1, they take 27-33 HP damage; otherwise, 15-21 damage. Ignore all defensive modifiers. (!J)
    64 - Flurrie - Gale Force! Flip a coin for each fighter. If heads, they get blown MIA for 21 ticks by Flurrie's powerful breath. (!D)
    65 - Yoshi - This little firebrand throws three Mini-Eggs at random combatants! Each egg deals 15 damage and causes Tiny status. (!D)
    66 - Vivian - Veil. The last fighter to move is pulled into the shadows, and immune to all harm. This lasts until the fighter's next turn, or the next hazard... whichever comes first. (!J)
    67 - Bobbery - Hold Fast. Bobbery stands in front of a random combatant and acts as a mine, of sorts. If someone tries to physically attack that fighter, Bobbery will explode on the attacker, aborting the attack and dealing 35 damage.
    68 - Ms. Mowz - The sly thief steals all items from everyone! Before leaving, she uses Smooch on any fighters who are critical, restoring 100 HP. (!J)
    69 - The Crowd - Someone in the crowd holds up a random item, and is looking at the next combatant to move. That combatant can run out and attack the thrower, but is s/he throwing the item AT you or TO you? (!F)
    70 - Rogueport - You gotta watch your back around here! A greedy bandit runs by and steals 2 EXP from each hero! (!J) (!F)
    71 - TEC - That lecherous computer is at it again. It appears it installed a video camera in the girls' locker room! Any females in play get angry, and go berserk after hearing by this news. VG Fighters, however, get Embarrassed instead.
    72 - Charlieton - This guy is selling badges! Four random ones, to be exact. Put them on the arena floor, however, they cannot be yoinked. Regardless of job class and skills, acquiring a badge requires a full turn. (!F)
    73 - Crump - Crump attacks a random fighter with a bodyslam, dealing 16 damage.
    74 - Hooktail - The ravenous dragon swoops down from the sky and eats a random combatant (sneeze). (!D)
    75 - Beldam - Beldam's got all kinds of nasty magic. Each hero gets a random status ailment, while each boss gets a random boost. (!F)
    76 - Marilyn - Keep flipping a coin until tails. Marilyn starts at 120 Atk, but adds 40 for each heads. She then attacks one fighter for physical damage. (!J) (!D)
    77 - Rawk Hawk - Feel the RAAAAAAWWWWWWK! Rawk Hawk jumps to the ceiling and drops items on random fighters. Spawn five random items to drop; effects depend on the items. When it's all over, the items are added to the arena floor. (!D)
    78 - Macho Grubba - Now this guy can statbuff. Roll 1d50, and add that amount to all bosses' Atk, Def, MAtk, and MDef. (!F)
    79 - Doopliss - Doopliss joins the bosses as a Dreamlander. His HP is 250, but other than that he has the same stats and abilities as a normal Dreamlander. (!F)
    80 - Cortez - Cortez has lots of weapons and isn't afraid to use them! Pick four random fighters and deal physical damage (80 Atk) to all of them. Also, poison the fourth one for 41 ticks.
    81 - Smorg - A bunch of Smorgs start swarming the arena, and nobody can see their stats! All fighters' stats become hidden. (!F)
    82 - Gloomtail - Exhales poisonous fumes on two random fighters, dealing 30 damage and Poison. (!J) (!D)
    83 - Grodus - Grodus spawns 1d4 Grodus Xs with 10 HP, 11 Speed, and 60 Atk. Not only are they annoying, but each Grodus X will raise the other bosses' defense and magic defense by 30! (!F)
    84 - Shadow Queen - The Shadow Queen possesses a random hero, and nothing good can come of that. Spawn Neo-Kamek's Conversion hazard. (!F)
    85 - Crono - Slash. Physical damage to all fighters (75 Atk), and flip a coin for each fighter. If heads, dispel status changes. If there's nothing to dispel, double the damage instead. (!J)
    86 - Marle - Cure 2! A random fighter recovers 999 HP.
    87 - Lucca - Flip a coin. If heads, Lucca joins the heroes as a Chemist (!F). If tails, she shoots a random fighter with the WonderShot, dealing 1d120 damage.
    88 - Robo - Uzzi Punch, motha fugga! 45 damage to a random combatant, and reset CT.
    89 - Frog - Frog joins the heroes as a Paladin! (!F)
    90 - Ayla - Now THIS girl can outright hit people. Pick a random fighter and flip two coins. If both are heads, deal 9999 damage. Otherwise, 50 damage.
    91 - Magus - Dark Mist. 10 MP attack to all fighters (70 MAtk), but ignores the critical rule.
    92 - Nu - Pick a random fighter and flip a coin. If heads, fighter loses all HP but 1; if tails, fighter loses 1 HP. (!J) (!D)
    93 - Lavos - Destruction rains from the heavens! 200 HP damage to all fighters. (!D)
    94 - Dalton - Iron Orb. All fighters' HP is halved. (!D)
    95 - GolemBoss - The GolemBoss would totally kick your asses... but he's afraid of heights, so this hazard does nothing.
    96 - Queen Zeal - Hallation. All heroes' HP is reduced to 1. (!F)
    97 - Schala - If any Wormholes are active, Schala seals them shut. Otherwise, reroll. (!F)
    98 - Crono doll - A life-sized doll falls into the arena. Whoever picks it up gets one use of Substitution! ([IU], 1 use)
    99 - Ozzie - Ozzie's feeling generous! Who wants 10 EXP? :D (!F)
    100 - Pit of 100 Trials - A random hero is given the option to descend into the Pit. If they accept, the ref keeps flipping a coin until it comes up tails (coin-rigging abilities and such are nulled). The fighter is awarded EXP equal to the number of heads, then KO'ed. (!F)
    101 - Flea - "Beauty is power, and I've got the power!" Pick a random status ailment, and inflict it on all fighters.
    102 - Spekkio - Obstacle. Magic damage to all fighters (assume 60 MAtk and 10 MP). Flip a coin for each fighter; if heads, fighter is confused for 41 ticks.
    103 - Zombone - MP Buster. A random fighter loses all his/her MP.
    104 - Ness - PK Rockin. Deals heavy magic damage to all, assume 40 MP and 60 MAtk.
    105 - Paula - Paula prays for the heroes' health! Flip a coin. If heads, the heroes recover 25 HP. If tails, a wild surge goes off instead. (!F)
    106 - Poo - PK Brainshock. Random status ailments for all fighters.
    107 - Jeff - He can turn a broken harmonica into a beam weapon, so just think what he can do with YOUR items! He'll upgrade one item per fighter. (Obviously, you must have an item in order for Jeff to upgrade it.)
    108 - Uncontrollable Sphere - Now this thing can go out with a bang. A random fighter gets Final Strike status. When this fighter's HP reaches 0, he gets one last turn before dying. The turn may not be used to revive/cure/Auto-Life yourself.
    109 - Runaway Five - The Runaway Five play awesome music, and everyone recovers 50 HP and MP.
    110 - .edisnooM ot emocleW - What the hell is with this place? All the hazards and surges are reversed! (!F)
    111 - Mr. Saturn - This hazard doesn't do anything. Nonetheless, Mr. Saturn rocks your socks. BOING!
    112 - Hurricane the Pidgeotto - Whirlwind. Removes a random fighter from battle. (!D)
    113 - Pokémon Trainer - Sends out six Poké Balls! Spawn six random Pokémon and attacks, and use them on random fighters.
    114 - Cless - Cless attacks a random boss for 30 damage. As a bonus, he whacks them so hard, they miss their next turn. (!F)
    115 - Mint - Flip a coin. If heads, Mint casts Nurse on the heroes, restoring 70 HP. If tails, she casts Hammer Head, paralyzing all bosses for 31 ticks. (!D) (!F)
    116 - Chester - Chester shoots an arrow at a random fighter. 25 damage.
    117 - Arche - If any bosses are vulnerable to instant death, Arche tries Distortion, which has a 50% chance of KO. Otherwise, it's Indignation time! 70 MP, 70 MAtk, all bosses! (!F)
    118 - Klarth - Klarth casts a random summon spell. If it's multitarget, it's directed at all fighters; if single-target, pick a random fighter.
    119 - Ghaleon - Ghaleon can ubercheese by casting two spells at once. Roll a random magic spell and cast it TWICE on a random combatant. If it's a target-all, hit everybody!
    120 - Amazee Dayzee - This Paper Mario enemy is rare, easily scared, and loaded with EXP! One of them joins the bosses with 200 HP, 20 Speed, Initiative, and immunity to various status ailments. If it gets a turn, it will flee, but if you kill it, everyone gets 3 EXP! (!F)

    Seventh Hazard Set: ITEMS! (1d114)
    These were originally inspired by Neo-Kamek's SSB set. In most cases, these give the fighter an item, which usually does good things. Items are listed with status and cannot be stolen except by a Thief or a like class. This set was revamped in late November 2002. Items marked [IU] are used immediately upon picking them up; if they appear in someone's Item Box or from a Looting spree, they will go off upon being handed off. Only one item may be IU-ed at a time, in these situations. (IU OK) items may be used immediately, or held for later. Some items, like the Power Shield, will go into effect when IU-ed, and stay in effect until a certain amount of time elapses. Item Box Reroll means the item must be rerolled if it appears in an Item Box. If no usage is listed, assume infinite uses.
    1 - Super Mushroom - Whoever picks this up instantly gains three random status boosts. ([IU])
    2 - Poison Mushroom - A random fighter eats this and gets three random badstats. ([IU]) (!J)
    3 - Fire Flower - When used, roll 20d3 and deal damage accordingly. (4 uses)
    4 - Box Monster - Ack! If this comes up, you lose half your HP and MP. ([IU])
    5 - Spellbook - Casts a random spell when used. Reusable.
    6 - Potion - Heals 50 HP. (1 use, IU OK)
    7 - Ether - Heals 50 MP. (1 use, IU OK)
    8 - Ref Bomb - Ends the battle instantly by spawning a Ref Bomb hazard. (1 use)
    9 - Hazard Control - Allows the holder to set the hazard bar to 0% or full. If s/he sets it to full, s/he may choose the hazard set of the resulting hazard. (2 uses)
    10 - Hazard Focus - Allows the holder to focus naturally-spawned hazards. (2 uses)
    11 - Hazard Change - Allows the holder to change the set of naturally-spawned hazards. (2 uses)
    12 - Hazard Lock - Forces all hazards to come from one set (user's choice) for the remainder of battle. This overrides everything, even Geomancers. (1 use)
    13 - 1-Up Mushroom - Gives Life 3 to whomever picks it up. ([IU])
    14 - Present - omfg happy birthdey. (1 use)
    15 - Feather Pillow - Ahh, a feather pillow. When you use this, the target falls asleep but gets indefinite Regen until Sleep expires. Also recovers 20 MP. (1 use)
    16 - Boo Buddy - Steals all of the target's items. No questions asked. (1 use)
    17 - Boots of Mercury - Target receives Haste and Quick for 31 ticks. Can be used immediately. (1 use, IU OK)
    18 - Vile Potion - Force-feed this to an enemy to cause Poison (41 ticks) and Seizure. (1 use)
    19 - Laxative - This forces the target MIA for 15 ticks as s/he... well, you know what a laxative does. (1 use)
    20 - Spy Lens - Offers a peek at the enemy's stats (free Scan). (Infinite use)
    21 - "P" Switch - Its effect is unknown... ([IU]) (!F)
    22 - Paladin's Cape - If someone in the critical range is hit with an attack, the wearer of the cape can choose to take the damage for his ally, thus keeping the ally alive. ([IU], 2 uses)
    23 - Power Shield - If you're attacked while using this, the attacker receives half the damage dealt. ([IU], 41 ticks)
    24 - Economizer - Allows the holder to cast magic for 1 MP. ([IU], 21 ticks)
    25 - Ninja Robe - Allows the use of Substitution. ([IU], 1 use)
    26 - Ref's Coin - The holder may rig up to five coin flips. (5 uses)
    27 - H Cuz's Bookbag - Damn, this is heavy... the holder is Slowed indefinitely (even if this comes up via Item Box), but you can bash an enemy with this for 80 HP damage. (3 uses)
    28 - Safety Ring - Gives the holder a Safeguard and protects against instant death. ([IU])
    29 - Bob-Omb - Throw this at an enemy for 75 HP damage ignoring critical. (1 use)
    30 - Thwomp - *SMASH* Deals 30 HP damage and has a 25% chance of causing Tiny status. (1 use)
    31 - Coin Box - When used, it heals HP determined by rolling 1d20. If the box is broken, roll 5d20. (Can be used until broken)
    32 - Slot Machine - Allows the holder to use the Gambler's Slot ability. ([IU])
    33 - Crystal Chip - Allows the holder to change to a random job class. (1 use)
    34 - Peer Bomb - Focuses #BOTVGH_Bosses History hazard 256 on all enemies. (1 use)
    35 - Forbidden Scroll - Forces an Interruptions hazard. (1 use)
    36 - Tungsten - Lan needs it to live. :O It cures Death Sentence. (1 use, IU OK)
    37 - Chemistry Book - Read this to learn all Chemist skills, including Make Potions and Mix Items. (You do not, however, get the Item Box.) ([IU])
    38 - Phoenix Down - Revives a dead ally with 50% HP. (1 use)
    39 - Quina's Fork - Raises the holder's attack power by 30, and gives them High Tide. ([IU])
    40 - Eiko's Flute - Allows the holder to use Summon magic, and doubles the effect of healing spells. ([IU])
    41 - Vivi's Staff - Doubles the holder's Magic Attack, at the cost of half his/her Attack and Defense. ([IU])
    42 - Steiner's Sword - Doubles the holder's Attack power, at the cost of half his/her Magic Attack. ([IU])
    43 - Freya's Spear - Triples the power of the holder's jump attacks. ([IU])
    44 - Madougu - Grab this to receive a random Flame of Recca weapon. Some of these are absurdly powerful. (Usage varies)
    45 - Blood Sword - Holder's Attack power is halved, but all physical damage is drained from the target. ([IU[)
    46 - Timeout - A break in the action! All combatants go MIA for 20 ticks, ignoring Safeguards. This can really alter the turn order. (1 use)
    47 - Detestai's Glasses - See RPG World hazard 10. ([IU], Item Box Reroll)
    48 - Neko Ears - Meow! ^-^ These permanently raise Atk/MAtk by 35 points, and Speed by 5. ([IU])
    49 - Sinrock's Waistband - Raises Magic Attack by 100 points, but cuts Magic Defense by 30. ([IU])
    50 - Dark Matter - Can be used for combining. Alternatively, summoners may use this to summon Odin free of MP. Yes, even though that summon no longer exists. >.> (1 use)
    51 - Yankees Cap - Gives the target five status boosts. (1 use, IU OK)
    52 - Packers Cap - Awards EXP based on Green Bay's current record. (1 EXP per win.) (1 use, IU OK, Item Box Reroll)
    53 - Hammer - Raises Attack power by 50 points and causes Berserk status, both for 21 ticks. Immediate use. ([IU])
    54 - Weather Control - Randomly changes the arena weather. (Infinite use)
    55 - Bicycle Pump - Cures Tiny status. Reusable. (IU OK)
    56 - Worms weapon crate - See #BOTVGH_Bosses History hazard 298. ([IU], weapon usage varies)
    57 - Thermometer - Can be used to damage or heal. Damages/heals according to H Cuz's current temperature (Fahrenheit). (1 use)
    58 - Stun Dart - Deals physical damage, and has a 50% chance of setting the target's CT to -50. (1 use)
    59 - Kunai Dagger - Add 5 damage to any physical attack. If thrown by a ninja (or like classes), deal 2x critical damage +20. They must be used one at a time. (3 uses)
    60 - Geno Whirl - Good for 3 uses. You can choose to use this with a physical attack. If the physical attack is a critical hit, the target is KO'd instantly. (3 uses)
    61 - Catapult - Enables the holder to use the Throw and Throw Item commands. ([IU])
    62 - Blue Wand - Enables the holder to learn TEH BLOO MAJIK OMFG YEY ([IU])
    63 - Ref's Choice - Ref throws in any item he wants. :O (!F)
    64 - Nintendo 64 - Deals 64 HP damage. (1 use)
    65 - Surge-iken - Must be thrown. Deals damage and causes a wild surge. (1 use)
    66 - Amnesia Dust - Has a 50% chance of causing confusion, but is notable because it can *cure* Embarrassment. (1 use, IU OK)
    67 - Gravity Bomb - When used, roll 1d99. The targeted enemy loses that percentage of his HP. (1 use)
    68 - Wing Cap - Allows you to immediately send yourself airborne after landing from a jump. Also allows you to stay airborne as long as you want until the cap expires. ([IU], 31 ticks)
    69 - Robots-B-Gone - All combatants who are of a robotic nature (this includes Navis) are exploded and KO'ed instantly. (1 use)
    70 - Mario's Blue Koopa Shell - See MUGEN hazard 21. (1 use)
    71 - Washu's Mecha Fist - See MUGEN hazard 43. ([IU])
    72 - Vega's Claw - See Street Fighter hazard 19. ([IU])
    73 - Infrared Goggles - Allows you to see and hit Invisible and Shadowed fighters. ([IU])
    74 - Talking Pig's Head - (HC/TD In-Joke HZ 18) A talking pig's head is added to the arena floor. It taunts you and laughs at you, but you can pick it up and use it on an enemy for 50 HP damage and a random status ailment. (1 use)
    75 - Fire Rat - See Megaman Battle Network hazard 26. ([IU]) (!F)
    76 - Oboro - See Flame of Recca hazard 21. ([IU])
    77 - Tetsugan - See Flame of Recca hazard 26. (1 use, IU OK)
    78 - Errie - See #BOTVGH_Bosses History hazard 80.
    79 - Severed Head - See #BOTVGH_Bosses History hazard 199. ([IU])
    80 - Bear Coin - See #BOTVGH_Bosses History hazard 219. (1 use)
    81 - Ultima 64's Cheesy Item - See #BOTVGH_Bosses History hazard 251. (1 use)
    82 - Princess Virgo's Majik Spoon of DEATH - See #BOTVGH_Bosses History hazard 269. (Usage varies)
    83 - Nesshelper-in-a-Box - See #BOTVGH_Bosses History hazard 282. (1 use)
    84 - Pharaohman EXE's Big Blue Block - See #BOTVGH_Bosses History hazard 358. (1 use)
    85 - Pandora's Box - See #BOTVGH_Bosses History hazard 329. ([IU])
    86 - May's Anchor - See MUGEN hazard 71. ([IU])
    87 - Cranky's Potions - See Donkey Kong hazard 12. ([IU])
    88 - TNT Barrel - See Donkey Kong hazard 15. (1 use)
    89 - Shit - See #BOTVGH_Bosses History hazard 453. (1 use, IU OK)
    90 - Pizza - See BOTVGH hazard 53. (1 use, IU OK for recovery)
    91 - Whip? - See #BOTVGH_Bosses History hazard 461.
    92 - Foreigner Belt - See
    #BOTVGH_Bosses History hazard 482. (3 uses)
    93 - Sun-Dried Tomatoes From The Broodwich - See
    #BOTVGH_Bosses History hazard 485. ([IU])
    94 - Fairy in a Bottle - Imported from Hyrule! When the holder of this item is KO'ed, the fairy will instantly revive him/her... kind of like Life 3, except the fairy will restore you to full health. Alternatively, you can call out the fairy on your turn to grant a one-shot full HP heal to one person. ([IU], 1 use)
    95 - Laser-Guided Sock - See Aqua Teen Hunger Force hazard 39. (1 use)
    96 - Shuriken - Must be thrown. Deals 2x critical damage. This is a pack of four.
    97 - Devil Fruit - Eat this enchanted fruit to gain special powers, but you'll never be able to swim again. From One Piece. ([IU])
    98 - Mountain Dew - See BOTVGH hazard 23. (1 use, IU OK)
    99 - Peach's Kiss - Has the same effect as the white magic "Restore". (1 use, IU OK)
    100 - Challenge Flag - Throw this, and the ref will be forced to reroll the previous coin toss/dice roll/accuracy roll/etc. Can be thrown out of turn, but must be used before the next turn comes up. (1 use)
    101 - Damage Split - When hit, you get to call a coin flip. If you get it right, your attacker will take half the damage dealt and you'll recover the same amount. ([IU], 21 ticks)
    102 - Dragon's Spirit - If you take physical damage while holding this, you lose the item but have a 75% chance to gain Auto-Life. ([IU], 1 use)
    103 - Lightning Bolt - A Mario Kart favorite! When you use this, all enemies become Tiny for 31 ticks. (1 use, IU OK)
    104 - Shotgun - Kills zombies. See #BOTVGH_Bosses History hazard 541.
    105 - Evil Pie - See #BOTVGH_Bosses History hazard 579. [IU]
    106 - Hyper Charge - Allows you to reach maximum charge in a single turn. (2 uses)
    107 - POW Block - An oldschool favorite. Earthquake deals 15 damage to all enemies, resets their CT AND causes them to miss their next turn. Misses jumpers, double damage to diggers. (1 use, IU OK)
    108 - Glitch - Use this on an enemy, and his next action will glitch. (1 use)
    109 - Strip of Cloth - It's useless... or is it? You can tie it around an enemy's eyes to cause Blindness, or around their mouth to cause Mute. (1 use)
    110 - Popeye's Spinach - I'm Popeye the sailor-man, toot toot. >:O Eating his spinach will bulk you big time, tripling your Atk... but only for one turn. (1 use, IU OK)
    111 - Broom - Talk about a pain in the ass. See Aqua Teen Hunger Force hazard 58. (1 use)
    112 - Silver Apple - Not the computer, this is something better. Whoever eats this will see his max HP increase by 25. (1 use, IU OK)
    113 - Golden Apple - An apple a day keeps... yeah, you know. This adds 50 to your max HP! (1 use, IU OK)
    114 - Soma Drop - What is a soma, anyway? Whatever it is, this item increases your max MP by 15. (1 use, IU OK)

    Eighth Hazard Set: BOTVGH (1d71)
    Yes, I've (re)done it. I took a mix of BOTVGH characters and chatgoers (past and present) and made this hazard set. If you're not on here, ask me about a hazard. I'll try to give you one that fits. Some hazards were retained from the original BOTVGH set. And now, with hazards based on THE ACTUAL BOTVGH SITE, OMG WOW!!!!111
    1 - H Cuz - I feel like killing some stuff! :D :D :D But first, if the Packers won their last game, give everyone 1 EXP. Anyway, flip a coin. If heads, roll for a really evil hazard. If tails, try a #BOTVGH_Bosses History hazard.
    2 - Canadian Yosheh - CY LOOZE!!!111 Everyone ever gets "Coin Hates You" status until the next hazard.
    3 - Luigi Link - Talks about scripts. All fighters are educated, yet bored out of their wits. Each fighter gets one status ailment and one status boost. Any blue mages on hand learn Script Blab.
    4 - Diskmaster - Has spent too much time dealing with his lazy co-workers at Wal-Mart, and is now pissed off, and goes on a dangerous rampage. Roll 1d(current HP) for each fighter, and deal damage accordingly.
    5 - Jes/Marril 7 - Jes walks into the arena wearing lingerie. He walks in and strikes a "sexy" pose to the last combatant who said "XD"! That fighter is disgusted to the point of suicide. (Removed from battle) Jes is then killed off messily by arena security. If nobody has said XD, choose a random fighter.
    6 - Dan - ALL fighters with AIM must IM Dan (PandamanDan87) and make him a sammich. If he's on IRC, you can PM him instead. If anyone doesn't make the sammich, Fou-Lu will be added as a boss with 200 HP and MP, and 13 speed. If Dan isn't on AIM, reroll. (!F)
    7 - WaRiOsHaDy - Interruptions Hazard! You punks, he can take you all on!! All current bosses become allies, and WaRiOsHaDy becomes the new boss with 69 in all stats, and Grappler skills. SPINNING SHADY CHOKEHOLD OF DEATH!!!!11 (!F)
    8 - Neo-Kamek - DDR Obsession - Flip a coin. If heads, spawn one of Neo-Kamek's DDR hazards with 3x effect. If tails, spawn three of Neo-Kamek's DDR hazards.
    9 - Kai - Likes swords. Spawn #BOTVGH_Bosses History hazard 393.
    10 - Aster - Iiiiit's yaoi time! Two random male fighters SHARE damage, healing, and status changes from now on. ALSO, spawn two Mega Man X hazards.
    11 - Kammy - KBans the next fighter who drops either an F-bomb or an S-bomb. 33 damage and MIA for 41 ticks.
    12 - PrincessVirgo - Heals ALL FIGHTERS for random 20-100 HP. Then goes off to take over imaginary castles. (!J) (!D)
    13 - Kafei - This guy was a status-healing specialist who had a new nick every week. Everyone who changes his/her nick within 60 seconds gets bad status removed.
    14 - Tom D - Has been playing SOOOO much House of the Dead that three fighters become undead for the remainder of the battle.
    15 - Goshi - Three random heroes have their job class changed to ninja (or shinobi/assassin/outlaw if their level is high enough). (!F)
    16 - UDX - Sics his Mega Man 3 hack on everyone. Aw god, the horror! Sailor Hard Venus is added as a boss. (!F)
    17 - Ultima 64 - ALL FIGHTERS MUST TALK IN ALL CAPS UNTIL THE NEXT HAZARD. IF YOU FAIL TO DO SO, MEWTWO WILL KILL ALL THE DIGIMON AND HIT YOU FOR 40 HP DAMAGE *COUGH* HAHA I HAVE A DARK SECRET PAST *shot*
    18 - Incardine - Rigged Hazard. Flip two coins. If both heads, spawn another hazard, rigged to benefit the bosses; otherwise, it's rigged to benefit the heroes.
    19 - Nesshelper - YOU SUCK! - One random fighter is deemed a Moron. The Figaro Brothers, Nesshelper, Mog, every character in Tales of Phantasia, and Nesshelper's mom attack that combatant. However, it's ineffective and deals no damage. First person to KO Nesshelper earns 4 EXP. Also, spawn a Nesshelper quote for no reason at all. :)
    20 - Martin - Hasn't been to the chat in... seems like years. One fighter goes MIA for 11-101 ticks, just like Martin.
    21 - TIASIAN - MIXFUN. Spawn two random items, mix them, and add the result to the arena floor.
    22 - MeMyselfAndI/Landstander Ryan - What a lamer. All fighters take 10 HP damage and receive 2 status ailments.
    23 - The Silent Strider - Strider leaves a can of Mountain Dew on the arena floor. If you drink it, your Speed goes up by 2. (1 use, IU OK)
    24 - SSLRranma - SSL leaves FOREVAR for ten years! A random hero goes MIA for 100 ticks, and is considered defeated. If by some miracle s/he makes it back before the fight ends, s/he gets 5 EXP! (!F)
    25 - Carter - ANCIENT TECHNIQUE OF THE EAST!! Bust all defensive barriers.
    26 - Klawkat - Roll for a Klawkat's Ultimate Hazard thing Hazard. (Note: This is not a regularly-available hazard set and hence is not listed in this Kode.)
    27 - Flarebomb - Sets mode +c. Next fighter to use colors receives 4 status ailments!
    28 - Mew007 - Mistakes one random combatant for his hand--er, g/f. He takes that combatant into a secluded area and you can guess what happens next. That combatant receives no less than SEVEN status ailments.
    29 - TarenWanderer - TarenWanderer summons Madoka. Flip a coin; if heads, all heroes get 30-HP auras. If tails, all bosses. (!J) (!D)
    30 - Mario Mario - Roll for a random NetNavi chip, and use it on a random combatant.
    31 - Tizzy - Tizzy gets in the bath with a random combatant (MIA for 21 ticks). They get squeaky clean (full HP recovery) but also become Embarrassed. If Tizzy is in battle, he cannot be the hazard's target; instead, both he and the target go to the tub.
    32 - Dark Pen - Roll for a Dark Pen hazard. (Note: This is not a regularly-available hazard set and hence is not listed in this Kode.)
    33 - TD Mak - Roll for a "H Cuz and TD Mak in-joke" hazard. (Note: This is not a regularly-available hazard set and hence is not listed in this Kode.)
    34 - Ben-San - Moogle power, kupo! Ben whips up a plethora of items, and each combatant gets one. (Roll a random item for each combatant.)
    35 - Braki - Braki is not enemies with anyone, no matter how stupid, idiotic, or malicious they may be. Until the next hazard, nobody may use any attacks that induce damage or negative status. (!F)
    36 - Kim - All fighters must change nicks; failure to do so results in indefinite Stop.
    37 - Paranoid Cheese Sandwich - PCS is BIGER tahn all of u! Maybe that's why all fighters become Tiny for 31 ticks.
    38 - Sean Kelly - The next fighter to move leaves... FOREVER!!!!!111.... Add MIA for "forever" ticks.
    39 - MechaCrash - X-Fer, AKA the Black Hole Cannon. Pick a random combatant and roll 1d100. If it's 25 or lower, sneeze the combatant.
    40 - Cyber Black Yoshi - Blue Whoring. From now until the next hazard, all fighters can cast and whor--I mean learn BLOO MAJIX. And the bosses become invincible, so don't get any ideas about using this time to "win the fight" or anything silly like that. (!F)
    41 - WaRiOsHaDy, Dan, and Nesshelper
    - Flame war. Four words: RUN FOR YOUR LIFE, because you can get caught in the crossfire. For each fighter, roll 1d100 and deal damage accordingly. Critical rule applies.

    42 - Zero/Mina - You're a little weirdo, short and stout! >:O Spawn one of Incardine's Zero/Mina hazards.
    43 - Super Mario - The star of BOTVGH joins the heroes as a Traveler. (!F)
    44 - Cranky Kong - Flip a coin for each fighter. If heads, fighter falls asleep from Cranky's jabber. If tails, they take 10 damage from Cranky's cane.
    45 - Mega Man - Pick a robot from the Robot Master script. Mega Man uses the resulting robot's weapon against the boss. (!F)
    46 - Cow King - MOOOO! *whomp* Deal physical damage to all fighters (170 Atk). (!D)
    47 - The Terrible Trio - Divide and conquer!! Pick three random fighters and deal 25 HP damage to each one. Ignore the critical rule.
    48 - Link & Samus - Oh look, Link is hitting on Samus yet again. She shoots at him, but she misses. One random fighter is hit by the errant blast for 40 HP damage. (!D)
    49 - Falcon & the Wagon - Captain Falcon drives in in Martin's Station Wagon! The wagon promptly crashes, and Captain Falcon joins the heroes as an Offensive Specialist. (!F)
    50 - Wario - Oh crap, Wario's singing! The horror of it all sends three fighters into a Berserk rage.
    51 - Ash Ketchum - Ash says something stupid, whereupon a cow promptly falls on him. No other effect.
    52 - Kirby's Gone Mental! - Kirby joins the heroes as a Dreamlander, but with permanent, incurable Confusion. (!F)
    53 - Samurai Pizza Cats - Who ordered a pizza with everything on it? The pizza goes to the arena floor. It provides full HP recovery when eaten (IU OK), or you can give it to the ref as a bribe. (1 use)
    54 - Full House Time - Ian Pugh introduced Full House Time in Season 2... and spent most of Season 3 getting picked on for it. Pick a random fighter; until the next hazard, ALL attacks must be directed at that fighter.
    55 - "Happy Kong" - Cranky has amnesia! "Happy Kong" heals the next fighter in line to have a turn. That fighter recovers all HP, but is so shocked by Cranky's actions that s/he misses that turn.
    56 - BOTSGHAV - The Space Ghost characters take over the arena. The battle moves to #botsghav_arena, but there's no other effect. (!F)
    57 - A Whole Lot Of Trouble In Time - Someone pushes the button on the Time-Altering Device... !!!ZAP!!! Flip a coin. If heads, a random hero gets to change to a job class one level higher than his current level. If tails, he has to choose one a level lower. (!F)
    58 - BOTVGH Olympics - It's time for the classic cow-dodging event! Drop five cows, each on a random fighter. Each cow deals physical damage worth 170 Atk. (!D)
    59 - BOTVGH Holiday Specials - Santa Claus gets kidnapped... again. Three heroes must volunteer to go MIA for 21 to rescue him; if they return before the battle ends, they'll win 2 EXP. (!F)
    60 - Kamek the... Pokémon? - Kamek uses his special Pokémon attack, "De-Evolve", on the hero with the most EXP. That hero's job class reverts to a random Level 1 variant of his current job class. (!F)
    61 - Mad Mr. Mario's Magnificent Mind Melding Machine -
    Mad Mr. Mario uses his mind-melding machine on two random battlers; they swap bodies! Note that heroes can be swapped with bosses by this hazard.
    62 - The Day Without Cows/The End Of An Era?! -
    All Cows and Cow Generals are renamed to Horses and Horse Generals. No other effect. (!F)
    63 - The Quest To Save The Past -
    4d2 random Robot Masters from the script (3 to 48 ONLY) join the bosses as Barbarians. (!F)
    64 - The Worms Cometh -
    The Worms use an Indian Nuke Test. The fighter with the least HP is KO'ed, and everyone else is Poisoned for five ticks. Also, KO anyone who's underground.
    65 - A BOTVGH Easter Holiday -
    A random combatant dyes.
    66 - Dreyfus X -
    Dreyfus singlehandedly saves the day by throwing all the bosses into outer space FOREVAR!! >:O... No he doesn't. Reroll.
    67 - Insanitaryism, Jerks, And People Being Run Over - Three words: Free For All. (!F)
    68 - Trust No One! - One of the heroes turns evil! Spawn Neo-Kamek's "Conversion" hazard. To make matters worse, another random hero is injected with Bomb Microbes... if s/he doesn't do whatever the new boss says, BOOM! (!F)
    69 - Do Whatever - The ref is tired, and decides to take a break, so until the next hazard, you can do... WHATEVER! (Remember, the battle cannot end during this time.) (!F)
    70 - SUPER DISKCO DANCINNG TIME!!!11 - The pretty flashing lights give two fighters Seizures.
    71 - Ref's Choice - Fun time! (For the ref anyway.) Who knows what to expect for this hazard?

    Ninth Hazard Set: MEGAMAN WEAPONS (1d81)
    Megaman's had so many handy weapons over the years, it'd be a shame not to have a hazard set for them. These are picked up and used like items. The set was revamped in July '04, and again in February '06.
    1 - Ref's Choice - Ref picks any weapon he damn well pleases. (!F)
    2 - Rolling Cutter (MM1) - When you use this, your physical attacks hit multiple times for increased damage. Roll 1d4 to determine the number of hits. (3 uses)
    3 - Thunder Beam (MM1) - Deals 15 damage, 1d10 times, to one enemy. All other enemies will be hit 1d3 times. (1 use)
    4 - Ice Slasher (MM1) - Has a 50% chance of stopping one enemy for 16 ticks. (1 use)
    5 - Fire Storm (MM1) - Throw a fireball at one enemy for 30 damage. In addition, a whirling fireball deals an additional 30 damage to anyone who attacked you on their previous turn. (1 use)
    6 - Hyper Bomb (MM1) - A bouncing explosive which deals 100 damage to one enemy... after 6 ticks, that is. (1 use)
    7 - Super Arm (MM1) - Allows you to pick up and hurl items of any size. In other words, you get the "Throw Item" command. ([IU])
    8 - Metal Blade (MM2) - Slices and dices all enemies for 25 damage. Cannot be evaded by any means, including jump, dig, and MIA. Triple damage if thrown by a ninja. (3 uses)
    9 - Bubble Lead (MM2) - An innocent-looking bubble that weighs as much as lead. It deals 32 damage to one enemy, ignoring defensive status like Metal. If the enemy is underground, double the damage! (2 uses)
    10 - Atomic Fire (MM2) - Your next CHARGED magic attack will have its power doubled. If you put in three charges, power will be quadrupled! ([IU], one use)
    11 - Leaf Shield (MM2) - One-shot defense. If you're attacked after using this, you'll recover HP instead of losing it. (IU OK, one use)
    12 - Air Shooter (MM2) - Attacks all enemies with mini-tornadoes for 25 damage. Hits only once normally, but against airborne fighters, hits 1d3 times. (2 uses)
    13 - Crash Bomber (MM2) - This handy weapon destroys walls and barriers! It also destroys defensive status boosts like Reflect, Metal, Safeguard, Auras, and Defense and M.Defense Up. (1 use)
    14 - Time Stopper (MM2) - Stops all combatants, except the holder, for 21 ticks. (1 use)
    15 - Quick Boomerangs (MM2) - Triples your number of physical attacks per action. (Basically multistrike, although Monks and the like get nine attacks, while shinobis get six.) ([IU])
    16 - Top Spin (MM3) - Before Mario could spin-jump, Mega Man had Top Spin. With this equipped, you can pay 10 MP when using a jump attack; doing so will double your damage! Stacks with Crash Land and jump multipliers. To use it with Multijump, you need to pay 10 MP per hit.
    17 - Shadow Blade (MM3) - A ninja throwing star. Deals 25 damage to one enemy. If the user is invisible, 35 damage. If Shadowed, 45 damage. If thrown by a ninja, triple the damage. (2 uses)
    18 - Spark Shock (MM3) - Paralyzes one enemy for 31 ticks. (3 uses)
    19 - Magnet Missile (MM3) - Not only does this deal 45 damage to an enemy, it can veer up or down to hit jumpers and diggers. (2 uses)
    20 - Hard Knuckle (MM3) - A powerful attack which deals 60 damage... if it hits. (65%) (2 uses)
    21 - Gemini Laser (MM3) - Enables you to attack airborne, underground, and/or MIA fighters, whether with physical or magic attacks. (2 uses)
    22 - Needle Cannon (MM3) - Does 20 damage. However, you can shoot multiple needles at a time; if you do this, each successive needle does 2 damage less than the previous one. (20, 18, 16, etc.) (10 needles)
    23 - Search Snake (MM3) - Here at the arena, we've put the "Search" in Search Snakes... which couldn't search for squat in MM3. These little beauties can be used to dig up 1d3 random items for you, retrieve allies from MIA, or just attack for 18 damage (can hit enemies who are MIA). (3 uses)
    24 - Wire Adaptor (MM4) - Allows you to hang from the ceiling. You stay airborne for as long as you want and can land whenever you choose, but your landing will not damage the enemy.
    25 - Rain Flush (MM4) - Fwoosh! Deals 12 damage to all enemies, and washes away all items from the arena floor. (1 use)
    26 - Flash Stopper (MM4) - A watered-down Time Stopper. This stops everyone except the holder for 11 ticks... but the holder can choose two other fighters to be unaffected, as well. (1 use)
    27 - Pharaoh Shot (MM4) - Allows you to attack with a charge, and still charge higher. ([IU])
    28 - Ring Boomerang (MM4) - Deals 16 damage, ignoring all barriers and the critical rule. Has a 50% chance to hit twice. (3 uses)
    29 - Dust Crusher (MM4) - Launches a block of debris which does 30 damage to one enemy. The block then breaks, scattering debris and dealing 10 damage to 1d4 more random enemies (repeats OK). (2 uses)
    30 - Skull Barrier (MM4) - Gives you a 25-HP Aura. (1 use)
    31 - Dive Missile (MM4) - 33 HP damage. This is a homing torpedo, and a pretty good one at that, so it can hit jumpers, diggers, and MIA fighters. (3 uses)
    32 - Drill Bomb (MM4) - There are two ways you can use this. If you attack with it directly, you'll do 60 damage. You can also try to detonate it early; this deals 120 damage but has a 50% chance of missing. (1 use)
    33 - Water Wave (MM5) - This unimpressive-looking attack deals 20 damage to all enemies... and cancels defensive barriers in the process! (1 use)
    34 - Star Crash (MM5) - Some say the best offense is a good defense, and this gives you the ability to throw Auras at enemies! Damage will be equal to the strength of the aura. As a free bonus, using this item gives you a 20-HP Aura to start with. (IU OK)
    35 - Gravity Hold (MM5) - Reverses gravity, toggling Airborne status on all combatants. (1 use)
    36 - Gyro Attack (MM5) - Rotors aren't very fast or powerful, but they are quite maneuverable and economical. 20 damage, can hit jumpers and diggers. (4 uses)
    37 - Crystal Eye (MM5) - A splitting, bouncing crystal. You can choose to deal 45 damage to one enemy, or 20 damage each to three random enemies (repeats OK). (3 uses)
    38 - Napalm Bomb (MM5) - These bad boys roll along the ground for a few seconds and then... BOOM! Each bomb does 40 damage, but be careful, because they have a 20% chance of exploding on you instead! (3 uses)
    39 - Power Stone (MM5) - This is a strong attack, but it's quite unwieldy. Call a coin flip for each enemy; for each one you get right, a boulder smacks them for 45 HP damage. (2 uses)
    40 - Charge Kick (MM5) - Who knew? Mega Man's silly-looking slide makes a mean attack. This knocks one enemy off his feet, resetting CT to 0. (1 use)
    41 - Plant Barrier (MM6) - One-shot defense, this can cancel out any attack. Alternatively, you can use it as an attack to deal 50 damage, but there's a 50% chance that you'll take 15 HP recoil damage. (1 use)
    42 - Silver Tomahawk (MM6) - When you fling this at an enemy, they'll take 80 HP damage... if it hits (50%). If it misses, it will fly high into the sky, and if there's anyone in the air, one of them will take the damage instead! (1 use)
    43 - Yamato Spear (MM6) - It's unimpressive, but it works. This deals 2x physical damage, ignoring defense, and it also ignores defensive status. On top of all that, it doesn't draw counterattacks! (3 uses)
    44 - Knight Crusher (MM6) - A mighty ball-and-chain which does 42 damage to one enemy. After hitting, it has a 50% chance to return to the user, allowing you to use it again! (??? uses)
    45 - Centaur Flash (MM6) - Deals 18 damage and paralysis to all enemies. (1 use)
    46 - Wind Storm (MM6) - Has a 50% chance to send an enemy MIA for 15 ticks. If it fails for any reason, it instead does 22 HP damage. (1 use)
    47 - Flame Blast (MM6) - Allows for free castings of Flame Blast (the Fireball Thrower skill) and Flame Burst (the blue magic). (3 uses)
    48 - Blizzard Attack (MM6) - Attacks 1d4 random enemies (repeats OK) for 30 damage per hit. (1 use)
    49 - Beat Whistle - Summons the robotic bird, Beat. Beat can attack one enemy for half their remaining HP, or grant one ally a shield which neutralizes all damage for 19 ticks. (1 use)
    50 - Freeze Cracker (MM7) - Ice bullets deal 20 damage, with a 25% chance of freezing the target. (2 uses)
    51 - Danger Wrap (MM7) - Trap one enemy inside a bubble to Stop him for 21 ticks, or just drop a bomb instead for 40 damage. (1 use)
    52 - Thunder Bolt (MM7) - Does 20 damage and paralyzes mechanical fighters. Try mixing it with some kind of machine... (4 uses)
    53 - Junk Shield (MM7) - Once used, punishes -- but does not stop -- direct attackers. 25 damage. (3 counters, IU OK)
    54 - Scorch Wheel (MM7) - The intense heat of this item will burn away all of the enemy's positive status. (1 use)
    55 - Slash Claw (MM7) - Does 80 damage to one enemy with a claw swipe. Can be blocked, evaded and countered like a regular physical attack. (1 use)
    56 - Wild Coil (MM7) - Launches two bouncing springs, which hit two random enemies (repeats OK) for 30 damage. Can be charged for double damage. (1 use)
    57 - Noise Crush (MM7) - This nifty weapon allows Mega Man to bounce sound waves off of walls, then catch them and amplify them! While using this, if you miss an attack, you instantly achieve maximum charge. ([IU], 2 uses)
    58 - Tornado Hold (MM8) - Summons a tornado which launches the enemy MIA for 21 ticks. If they cannot be sent MIA, they go airborne for 6 ticks instead, and cannot attack upon landing. (1 use)
    59 - Thunder Claw (MM8) - Deals 25 HP damage and paralysis, or you can use it to grab items out-of-turn. (2 uses)
    60 - Flash Bomb (MM8) - Continuous damage! After exploding on all enemies for 40 damage, it will deal an additional 10 damage -- 1d8 times -- to one enemy. (1 use)
    61 - Ice Wave (MM8) - Shards of ice grow from the ground and attack all enemies! 30 HP damage. (1 use)
    62 - Water Balloon (MM8) - Not one of the more fearsome weapons in the series, to be sure... this deals 15 HP damage to one enemy, and... uh... gets them all wet. Add Slow for 21 ticks. (2 uses)
    63 - Flame Sword (MM8) - Free 30-MP magic charge! Hooray! ([IU])
    64 - Homing Sniper (MM8) - Places a targeting cursor on one enemy. For the next 11 ticks, ALL attacks targeting that enemy will connect. This includes things like Backstab, Doom, and badstats. (1 use)
    65 - Astro Crush (MM8) - An insanely powerful weapon. This strikes ALL enemies with a hail of comets, dealing 50-80 damage per enemy. (1 use)
    66 - Ice Wall (MM&B) - This item can be used for either offense or defense. You can push it into an enemy for 30 damage, or you can use it out of turn to block an attack. If you use it to block a direct attack, you'll deal the damage as well! (1 use)
    67 - Wave Burner (MM&B) - This is a flame jet which deals continuous damage. When you use it, you'll execute a free 5 MP attack on one enemy. You will continue to use such attacks whenever anyone gets a turn, so you're constantly spewing flame. There's no limit to this, but you cannot do anything else while using the Wave Burner. (1 use)
    68 - Remote Mine (MM&B) - You can attack an enemy directly with this, or you can place it in front of an ally to protect them from direct attacks. Either way, it does 50 HP damage. (1 use)
    69 - Spread Drill (MM&B) - This is a really big drill which can be split into smaller, but less potent, drills. The big one will deal 60 HP damage to one enemy. The small ones hit all enemies, but only for 20 HP damage. (1 use)
    70 - Tengu Blade (MM&B) - This is like multiple weapons rolled into one! With this, you can emulate the effect of the Charge Kick (hazard 40), the Silver Tomahawk (hazard 42), or the Slash Claw (hazard 55). However, the effect will be halved. (1 use)
    71 - Magic Card (MM&B) - Drain 20 HP and 10 MP from the target. (4 uses)
    72 - Copy Vision (MM&B) - Creates a holographic clone of the user. Until your next turn, all incoming attacks have a 50% chance to miss you. (IU OK, 1 turn)
    73 - Lightning Bolt (MM&B) - WARE WA KAMINARI!... wait, no. This blasts all enemies with lightning for 60 damage. (1 use)
    74 - Energy Tank - Fully refills your HP when used. (1 use)
    75 - Weapon Tank - Fully refills your MP when used. (1 use)
    76 - Super Tank - Fully refills both HP and MP when used. (1 use)
    77 - Roll's Communicator - Allows you to contact Roll at any time for a free scan. If the boss's HP/MP are already visible, you can contact Roll for battle hints (kind of like Toad). (IU OK)
    78 - Flip-Top - The cybernetic suitcase descends into the arena, and drops three random Mega Man Weapons onto the floor! (IU OK, 1 use)
    79 - Hyperbolt - This allows item-creating job classes (Mechanic, Engineer, Chemist, Moogle) to work twice as fast! For instance, a Moogle with this item may create an Ether in one turn, or build two items. Engineers may hold this item, as well. (This is notable because they cannot normally hold items.) ([IU])
    80 - Auto's Bazooka - Lock and load, mutha fugga! 100 HP damage. (1 use)
    81 - Proto Shield - Allows you to Block physical attacks, just like the Knight line of job classes. ([IU])

    Tenth Hazard Set: DAN'S ESPERS SET (3d10)
    These are based on the espers from Final Fantasy 6, and it's a pretty straightforward set... mostly either damage or status hazards. There are some exceptions though. I assigned each hazard to a number, but the hazards themselves were thought up by Dan.
    3 - Magicite - Summons the ref's choice of Esper.
    4 - Raiden - True Edge. KO's a random fighter.
    5 - Phoenix - Rebirth. Revives all KO'ed fighters with full HP. If nobody is dead, deal magic damage (20 MP, assume 50 MAtk) to a random fighter.
    6 - Palidor - Sonic Dive. Flip a coin. If heads, good guys all go airborne; if tails, boss or bosses go airborne. (!J)
    7 - Tritoch - Tri-Dazer. For each fighter, roll 15d3 and deal damage accordingly.
    8 - Unicorn - Heal Horn. Remedies bad status for all fighters.
    9 - Seraphim - Reviver. For each fighter, flip a coin. If heads, fighter recovers 25 HP.
    10 - Carbunkle - Ruby Light. For each fighter, flip a coin. If heads, fighter receives Reflect for 24 ticks.
    11 - Ifrit - Inferno. One random fighter loses 15 HP; another random fighter receives 15 HP.
    12 - Kirin - Life Guard. For each fighter, flip a coin. If heads, fighter receives Regen for 41 ticks.
    13 - Zoneseek - Wall. Flip a coin for each fighter. If heads, fighter receives Magic Defense Up for 41 ticks.
    14 - Fenrir - Moon Song. Random fighter receives Evade Up for 41 ticks.
    15 - Bismark - Sea Song. All fighters take 10 HP damage.
    16 - Stray - Cat Rain. Flip a coin for each fighter. If heads, fighter is confused for 41 ticks. (!J)
    17 - Siren - Hope Song. Mutes a random fighter for 21 ticks.
    18 - Alexander - Justice. For each fighter, flip a coin; if heads, fighter takes magic damage (35 MP, assume 60 MAtk).
    19 - Shiva - Gem Dust. Flip a coin for each fighter. If heads, fighter is asleep.
    20 - Ragnarok - Metamorph. Causes an Item hazard to occur.
    21 - Ramuh - Bolt Fist. 10 HP damage to all fighters, flip a coin for each one. If heads, fighter is paralyzed for 41 ticks.
    22 - Starlet - Group Hug. For each fighter, flip a coin. If heads, fighter recovers 15 HP. Any fighters who are sleeping will wake up.
    23 - Maduin - Chaos Wing. For each fighter, flip a coin. If heads, fighter takes magic damage (20 MP, assume 60 MAtk).
    24 - Terrato - Earth Aura. Deals 20 HP damage to anyone who is on the ground. (!J)
    25 - Golem - Earth Wall. When a physical attack is used, flip a coin; if heads, Golem blocks the attack. This effect lasts until the next hazard.
    26 - Odin - Zantetsuken. For each fighter, flip a coin. If heads, fighter's HP is reduced to 1.
    27 - Phantom - Fader. A random fighter receives Vanish for 31 ticks.
    28 - Shoat - Demon Eye. Petrifies a random fighter. (!J)
    29 - Bahamut - Sun Flare. All fighters take magic damage (50 MP, assume 50 MAtk), ignores critical rule.
    30 - Crusader - Purifier. All fighters take magic damage (75 MP, assume 50 MAtk). (!F)

    Eleventh Hazard Set: THE MATERIA SET (1d93)
    Once upon a time, there was a Mega Man X Enhancements hazard set. However, while it was useful at first, it quickly become obsolete and even annoying as said enhancements took up slots in people's Item Boxes. So the Enhancements were eventually taken out and replaced with a new hazard set: Materia. As in Final Fantasy 7, equipping a Materia will give you new abilities and such, but will usually alter your stats in some way. All Materia are auto-IU, and no, most of these were NOT in FF7. :P Even if you won't use the skill, you might want to take advantage of a materia's status boosts. Note that some of the later materia (74-91) use special, hazard/surge/rage-only skills that are not listed in the Kode, so if you want to know what those skills do, ask the ref.
    1 - Nuke materia - Allows the holder to cast Flare (35 MP) and Holy (50 MP). MPx1.2, MaxMPx1.2, Atk-10, Def-10, MAtk-20. ([IU])
    2 - Assrape materia - Allows the holder to cast Ultima (70 MP). MPx1.3, MaxMPx1.3, Atkx0.7, Defx0.7, MAtkx0.8. ([IU])
    3 - One-Shot materia - Allows the holder to cast Doom (15 MP) and Break (10 MP). HP-20, MaxHP-20. ([IU])
    4 - Restore materia - Allows the holder to cast Restore (20 MP) and Free Revive. Atkx0.8, Accx0.5. ([IU])
    5 - Status Whore materia - Allows the holder to cast Mass Goodstat (14 MP) and Mass Badstat (14 MP). HP-10, MaxHP-10, MP-10, MaxMP-10. ([IU])
    6 - Haste materia - Allows the holder to cast Haste (7 MP) and Hastega (30 MP). MP+10, MaxMP+10, Speed-1. ([IU])
    7 - Slow materia - Allows the holder to cast Slow (7 MP) and Slowga (20 MP). MP+10, MaxMP+10, Speed-1. ([IU])
    8 - Stop materia - Allows the holder to cast Stop (14 MP). HP-5, MaxHP-5, Speed-1. ([IU])
    9 - BFRFS materia - Allows the holder to cast Comet (20 MP) and Meteo (70 MP). HPx0.8, MaxHPx0.8, MPx1.3, MaxMPx1.3, Speed-2. ([IU])
    10 - BL00 MAJIX materia - Allows the holder to cast and learn blue magic spells. MP+30, MaxMP+30, MAtk-30, MDef-15. ([IU])
    11 - Summon materia - Allows the holder to cast summon magic spells. MPx1.5, MaxMPx1.5, MAtk-30, Speed-2. ([IU])
    12 - Sword Skill materia - Allows the holder to use Incision, Laceration, and Impale. Atkx1.2, Accx1.2, MAtk-25. ([IU])
    13 - Defense materia - Allows the holder to use Block and Runic. Defx0.6, MDefx0.6. ([IU])
    14 - Slot materia - Allows the holder to use the Slots. Def-10, Evade+10. ([IU])
    15 - Stat-Up materia - Allows the holder to use Stat Reroll and Steal Stat. Atk-10, Acc+10. ([IU])
    16 - Mimic materia - Allows the holder to use Mimic and Copy Power. Atkx0.6, MAtkx0.6, Speed-1. ([IU])
    17 - Target-All materia - Allows the holder to use Strike-All, and gives Damage-All x2. Atk+10, MAtk+10. ([IU])
    18 - Combo materia - Allows the holder to use X-Fight, and gives Multistrike. Accx0.8. ([IU])
    19 - Boost materia - Allows the holder to cast Dragon Might (8 MP) and Barrier (8 MP). MP-10, MaxMP-10, Atk+15. ([IU])
    20 - Rage materia - Allows the holder to use Rages. Atkx0.7, MAtkx0.7, Evade+20. ([IU])
    21 - Pyromania materia - Allows the holder to cast Flame Blast (15 MP). MAtk+20. ([IU])
    22 - Shotokan materia - Allows the holder to use Hadouken (10 MP) and Shouryuken (10 MP). MP+20, MaxMP+20, Atk-20, MAtk-20. ([IU])
    23 - BRAINS materia - Gives the holder Bypass Safeguard and Drain. MPx0.75, MaxMPx0.75, MAtkx.0.85. ([IU])
    24 - Remove materia - Allows the holder to use Explode Corpse. Speed+1. ([IU])
    25 - NetNavi materia - Allows the holder to use Draw Chips and Battle Chip. Def-20, MAtkx0.5, MDef-20. ([IU])
    26 - MageNavi materia - Allows the holder to use Draw Spells and Magic Spell. Def-20, MAtk+10, MDef-20. ([IU])
    27 - Item Whore materia - Gives the holder an Item Box. Atkx0.5, MAtkx0.5. ([IU])
    28 - Combine materia - Allows the holder to use Mix. No modifiers. ([IU])
    29 - Script materia - Allows the holder to use Call Script. Atk-20, MAtk-20. ([IU])
    30 - Throw materia - Allows the holder to use Throw and Throw Item. Atkx1.2, MAtkx0.8. ([IU])
    31 - Kupo materia - Allows the holder to use Smile. Evadex1.3, Speed+1. ([IU])
    32 - Heal materia - Allows the holder to use Chakra and Chivalry. Atk+30, Def+30, Evade-30. ([IU])
    33 - Counter materia - Allows the holder to use Auto-Counter and Return Magic. Atkx0.8, MAtkx0.6. ([IU])
    34 - BATDODGE materia - Allows the holder to use Substitution and Hide. Defx0.7, MDefx0.7, Evadex1.5. ([IU])
    35 - Hammer Time materia - Allows the holder to use Sledge (12 MP). HP+25, MaxHP+25, Atk-10, Speed-1. ([IU])
    36 - Swordrape materia - Allows the holder to use Climhazzard (30 MP). MP+20, MaxMP+20, Atk-20. ([IU])
    37 - Breaking Sword materia - Allows the holder to use Power Break, Armor Break, Magic Break, Mental Break, and Speed Break. HPx1.2, MaxHPx1.2, Atk+20, Acc-10. ([IU])
    38 - Strong Sword materia - Allows the holder to use Darkside and Red Sword. HPx1.3, MaxHPx1.3, Atk-15. ([IU])
    39 - Finesse Sword materia - Allows the holder to use Slash and Minus Strike (10 MP). HPx1.3, MaxHPx1.3. ([IU])
    40 - Magic Sword materia - Allows the holder to accumulate Magic Sword charges. MP+20, MaxMP+20, Atk-25. ([IU])
    41 - Super Support materia - Allows the holder to use X-Magic and Free Goodstat. MPx1.5, MaxMPx1.5, MAtk-30. ([IU])
    42 - Bonebreaker materia - Allows the holder to use Cripple, Crush, and Wrench. Atk-10, Acc+20. ([IU])
    43 - Backbreaker materia - Allows the holder to use Hyper Slam and Smash-All. HPx1.4, MaxHPx1.4, Atkx0.85, MAtkx0.3. ([IU])
    44 - Earthshaker materia - Allows the holder to use Seismic Punch. No modifiers. ([IU])
    45 - Treasure materia - Allows the holder to use Loot and Share Items. Atkx0.5, MAtkx0.5, Speed+2. ([IU])
    46 - Delivery materia - Allows the holder to use Distribute and Plunder. Atkx0.5, MAtkx0.5, Speed+2. ([IU])
    47 - Giant Robot materia - Allows the holder to use MagiTek, and gives Potential. Defx1.5, MDefx1.5, Speed-3. ([IU])
    48 - Change materia - Allows the holder to use Job Change. No modifiers. ([IU])
    49 - Steal materia - Allows the holder to use Steal 2, Steal Item 2, and Capture. Atkx0.7, Speed+1. ([IU])
    50 - Musical materia - Allows the holder to use Sing (10 MP) and Tranquil Song (12 MP). MP+15, MaxMP+15. ([IU])
    51 - Hazardeer materia - Allows the holder to use Hazard Control and Hazard Focus (15 MP). Speed-2. ([IU])
    52 - SPLAT! materia - Allows the holder to use Crash Land and Ultra Cow (70 MP). HPx1.4, MaxHPx1.4, MPx1.4, MaxMPx1.4. ([IU])
    53 - Cow Assault materia - Allows the holder to use Cow Drop and Cow Cannon. Atk-20. ([IU])
    54 - Backstabber materia - Allows the holder to use Assassinate and Backstab. Evadex2. ([IU])
    55 - Recall materia - Allows the holder to use the Recall skillset. HP-30, MaxHP-30, MP+30, MaxMP+30, MAtk+10. ([IU])
    56 - Afro Power materia - Allows the holder to use Carter's Tech and Spin Punch. Atkx1.3. ([IU])
    57 - Sniper materia - Allows the holder to use Precise Shot, and gives Aim. Evade+20, Speed+1. ([IU])
    58 - Antiwhore materia - Allows the holder to use EXP Rain. No modifiers. ([IU])
    59 - Protection materia - Allows the holder to use Tungsten Remedy (10 MP), Hazard Protect (15 MP), and Safeguard (20 MP). HPx0.7, MaxHPx0.7, MP+30, MaxMP+30. ([IU])
    60 - Concoct materia - Allows the holder to use Make Ether and Make Potion 2. Speed+1. ([IU])
    61 - Artist materia - Allows the holder to use Sketch. Atk-20, MAtk-20. ([IU])
    62 - Black Hole materia - Allows the holder to cast X-Zone (35 MP), Wormhole (10 MP), and Time Travel. HP-10, MaxHP-10, MP+10, MaxMP+10. ([IU])
    63 - Dragoooooooon materia - Allows the holder to use Free Multijump (first 2 hits). HP+20, MaxHP+20, Atkx1.25. ([IU])
    64 - Share materia - Allows the holder to use Share MP. MPx1.3, MaxMPx1.3. ([IU])
    65 - Hostage materia - Allows the holder to use Hostage. Def-30, MDef-30. ([IU])
    66 - Stealth materia - Allows the holder to use Image and Sneak. Defx0.7, MDefx0.7, Evadex1.4. ([IU])
    67 - Initiative materia - Moves the holder to the top of fight.ini, causing him to get turns sooner. CT+50. ([IU])
    68 - Glitch materia - Causes some of the holder's magic spells to glitch (call a flip for each spell). MPx1.5, MaxMPx1.5, MAtkx1.5. ([IU])
    69 - Wild materia - Causes some of the holder's magic spells to wild surge. MPx1.5, MaxMPx1.5, MAtkx1.5. ([IU])
    70 - Variable Geo materia - Holder becomes Embarrassed if KO'ed. HPx1.5, MaxHPx1.5, MPx1.5, MaxMPx1.5, Atkx1.5, Defx1.5, MAtkx1.5, MDefx1.5, Accx1.5, Evadex1.5, Speed+3. ([IU])
    71 - EXP Up materia - Holder receives 1 extra EXP post-battle. HPx0.5, MaxHPx0.5, MPx0.5, MaxMPx0.5, Atkx0.5, Defx0.5, MAtkx0.5, MDefx0.5, Accx0.5, Evadex0.5, Speed-3. ([IU], Item Box Reroll)
    72 - X-Hero materia - Holder immediately joins the bosses. Bosses cannot use this. HPx2, MaxHPx2, MPx2, MaxMPx2, Atkx1.5, Defx1.5, MAtkx1.5, MDefx1.5, Accx1.5, Evadex1.5, Speed+1. ([IU])
    73 - ??? materia - Ref rolls 1d3 random skills; that's what this materia gives you! (Roll 1d3 for each skill; if 1, roll a random magic spell, if 2, roll a Kode skill, if 3, roll a special skill. Skills may be rerolled at ref's fiat.) No modifiers. ([IU])
    74 - Bombardment materia - Allows the holder to use Item Cannon and Windmill Arm. HP+20, MaxHP+20, Speed+1. ([IU])
    75 - Ignition materia - Allows the holder to cast Long Bomb (20 MP) and Jet Breath (22 MP). MPx1.2, MaxMPx1.2, MAtkx0.8. ([IU])
    76 - Disable materia - Allows the holder to use Power Down Laser: Disable and Law Card. Speed-2. ([IU])
    77 - Skypiean Dial materia - Allows the holder to use Jet Punch, Impact, Swamp Cloud Burger (30 MP), and Trial Of Steel. HPx1.3, MaxHPx1.3, Atkx1.3, Accx1.2. ([IU])
    78 - Draw Out materia - Allows the holder to use Muramasa, Masamune, Murasame, Heaven's Cloud, and Bizen Boat. MAtkx0.75. ([IU])
    79 - Thunder God materia - Allows the holder to use Crush Punch, Holy Explosion, Lightning Stab, Night Sword, and Shellbust Stab. Atk+25, Speed-1. ([IU])
    80 - Lamer materia - Allows the holder to use Suck Magic (1 MP), Whine Like A Bitch, Crash, and Splash. No modifiers. ([IU])
    81 - Quarterback materia - Allows the holder to use TD Pass (10 MP), Bullet Pass, Audible (10 MP), and Rally (100 MP). MPx1.7, MaxMPx1.7, Atkx1.1, MAtkx0.6, Acc+15, Speed-1. ([IU])
    82 - Flame Karyu materia 1 - Allows the holder to summon Saiha, Nadare (20 MP), Rui (24 MP), and Kokuu (24 MP). MPx1.4, MaxMPx1.4, MAtk+20, MDefx0.75, Acc+25. ([IU])
    83 - Flame Karyu materia 2 - Allows the holder to summon Madoka (33 MP), Resshin (25 MP), Setsuna (10 MP), and Homura. HP+20, MaxHP+20, Speed+1. ([IU])
    84 - Paper Plumber materia 1 - Allows the holder to use Sweet Treat (1 Tr), Sweet Feast (4 Tr), Clock Out (2 Tr), and Power Lift (3 Tr). Def+30, MDef+30. ([IU])
    85 - Paper Plumber materia 2 - Allows the holder to use Showstopper (3 Tr), Earth Tremor (2 Tr), and Supernova (4 Tr). Def+30, MDef+30. ([IU])
    86 - CPU Node materia - Allows the holder to use Maser and Restoration. HPx0.8, MaxHPx0.8, MPx0.6, MaxMPx0.6. ([IU])
    87 - Fuzzy materia - Allows the holder to use Confu-Counter and Confuse 2. MP-10, MaxMP-10, Defx0.9. ([IU])
    88 - MUGEN Kamek's Supers materia - Allows the holder to use Troopa Rush (20 MP), Tri-Polygon Super (30 MP), Switchblock (25 MP), and Double Hyper Beam (50 MP). HPx0.7, MaxHPx0.7, MPx1.6, MaxMPx1.6, Atk-20, MAtk-20. ([IU])
    89 - MUGEN Kamek's Assists materia - Allows the holder to use Dark Butterfree Striker (20 MP), Umbreon Striker (7 MP), Espeon Striker (10 MP), and Bowser Striker (10 MP). HPx0.7, MaxHPx0.7, MPx1.2, MaxMPx1.2, Atk-20, MAtk+20. ([IU])
    90 - Whore materia - Allows the holder to use Dance, Flirt, SeXX0r, Boobie Flash (or Ass Wiggle if male), and Gun-Boobs (or Gun-Wang if male) (10 MP). HPx0.75, MaxHPx0.75, MPx0.75, MaxMPx0.75, Speed+2. ([IU])
    91 - WaRiOsHaDy materia - Allows the holder to use SHADY CHOKEHOLD OF DEATH!!!1111. HP+69, MaxHP+69, MP+69, MaxMP+69, Atkx0.69, Defx0.69, MAtkx0.69, MDefx0.69. ([IU])
    92 - Counter Magic materia - Allows the holder to use Counter Magic. MPx1.3, MAtkx0.7. ([IU])
    93 - Game & Watch materia - Allows the holder to use Taunt and Judgement (7 MP). Atk+15. ([IU])

    Twelfth Hazard Set: The Beer Set (1d1)
    If you've ever read the OldSkooled cast page, you know about the giant beer. Imagine its potency if it were used as a weapon in a single-hazard set...!
    1 - The Giant Beer From OldSkooled. Lands on a random fighter, causing 50 HP damage. (!D)

    Thirteenth Hazard Set: WARGH! (1d1)
    We all love WARGH, the vocabulary-challenged white mage of the Six Warriors. So she gets her own hazard set.
    1 - WARGH. Flip a coin. If heads, all fighters recover 1/3 of their max HP. If tails, one random fighter is Restored to full health!

    Fourteenth Hazard Set: Change Job Class (1d69)
    All this hazard does is change one hero's job class. He retains any damage and status he had before. This can be extremely deadly or extremely helpful, depending upon which fighter is picked and what job class comes up. (If your white mage becomes a zombie, you could be screwed.) Even if the fighter does not have the necessary EXP for the resulting job class, s/he can still use it, so this can be a good thing. You CANNOT receive hazard-only, boss-only, or custom job classes via job class change; only the job classes from Levels 1 to 5 are available.

    Fifteenth Hazard Set: Super Special Hazard Set (?d?)
    This is usually a fairly small hazard set. This set can change at any time, so it'd be kinda pointless to post a list here. The current Super Special Hazard Set is a special item set based on various badges from Paper Mario: The Thousand-Year Door. This could likely become a regular hazard set, joining the Materia as a replacement for the defunct Mega Man X Enhancements.

    Sixteenth Hazard Set: Item Script (?d?)
    HC's item script includes items like Homing Bombs, Chain Chomps, and a Concrete Donkey, but it also has more subtle items like a slut machine (note the typo), a #2 pencil, Diskmaster's Wal-Mart badge, and UDX's rear end (don't ask). These items have no set functions; the only way to find out what they do is to pick 'em up and let 'em rip! Some of these items (like Tungsten and A Sorcerer A Demon And Emeralds) are also in the mainstream hazard sets.

    Seventeenth Hazard Set: Call Script (?d?)
    HC's ever-growing call script is also a hazard set! The character summoned will do something; what exactly is up to the ref. It's basically up to the ref, but the character won't do anything outside his/her power. If s/he has a hazard in another set, you may want to expect that! The call script includes well-known characters like FF characters, Mega Man characters, and Nintendo characters, as well as some obscure creations like webcomic characters, my own creations, and GeoSatan (because GeoCities is evil!).

    Eighteenth Hazard Set: Guest Hazards
    Other people (notably Canadian Yosheh, Neo-Kamek and Incardine) have hazards too. If this comes up, expect something from them. I have their hazards, so I can roll for them even if they're not here.

    Nineteenth Hazard Set: The Master List (1d1585)
    This is all the hazards (except the Super Special Set) crammed into one handy location. This is the ultimate unpredictable set!
    666 - Hazard #666 - A ref bomb is spawned. No questions asked. (!F)
    1000 - Player's Choice. Yay, hazard #1000! Pick a random combatant; s/he gets to pick a SPECIFIC hazard (as long as it's on the Master List somewhere). The hazard goes off UNFOCUSED.
    1337 - Hazard 1337 - All fighters are l33t! Recover 13 HP and 37 MP.

    Twentieth Hazard Set: Mega Man Battle Network (1d60)
    In keeping with my Mega Man obsession, I made a hazard set based on Mega Man Battle Network (a.k.a Rockman EXE). Some of these hazards are NetNavis, but some are standard battle chips. I recently added hazards based off Battle Network 4.
    1 - NumberMan - Roll 1d6, deal 5x damage to all fighters.
    2 - GutsMan - Pounds the ground with his hammer! All fighters take 10 HP damage, and if a coin flip yields heads, add paralysis for 21 ticks. (!J)
    3 - Roll - Pummels a random fighter for 20 HP damage, then heals another fighter by the same amount.
    4 - WoodMan - Wood Towers fill the arena! Everyone takes 15 HP damage. (!J)
    5 - FireMan - Flip two coins for each fighter. If either flip comes up heads, that fighter is caught in the path of a flame jet for 20 HP damage. (!J) (!D)
    6 - StoneMan - Pick three random fighters three times. Each target gets hit by a boulder worth 10 HP damage. (!D)
    7 - SkullMan - A giant skull lands on the fighter with the highest % HP! 30 HP damage. (!D)
    8 - BombMan - Roll 1d(the number of fighters), and pick that many fighters to be caught in a bomb blast. Whoever is caught takes 18 HP damage.
    9 - SharkMan - Three fins slice across the arena! All fighters take 25 HP damage. (!J)
    10 - IceMan - Sends ice towers through the arena. Deal 10 HP damage to all fighters, then pick a random fighter to become paralyzed for 41 ticks. (!J)
    11 - ColorMan - Two thirds of the fighters (picked randomly) take 20 HP damage. (!J)
    12 - ElecMan - Lightning bolts strike all fighters, 12 HP damage. (!D)
    13 - TriLance - Pick a random fighter and flip three coins. For each heads, that fighter takes 10 HP damage. (!J) (!D)
    14 - Recov50 - +50 HP to whoever has the lowest HP level.
    15 - Anubis - Flip a coin. If heads, all good guys receive seizures; if tails, all bosses. Ignore safeguard.
    16 - Mine3 - A fighter is picked at random. If that fighter is attacked, the attacker will take 30 HP damage! This fighter is unknown to everyone except the ref.
    17 - Aura - A random fighter receives an Aura. The aura's strength is determined by rolling 10d2.
    18 - Popup - Whoever went last becomes completely invulnerable until the next hazard or until they next attack.
    19 - M-Cannon (Mega-Cannon) - Nothing fancy about this. One random fighter takes 30 HP damage.
    20 - MagicMan - Magic Fire = Instant Delete?! Roll 1d5 and pick a random fighter. If the roll comes up 1, fighter is KO'd instantly; otherwise, deal 15 HP damage. (!J) (!D)
    21 - Gater - Uh-oh! Someone got their hands on a Wind G, Fan G and Summon GateMan G! GateMan sends 9 pieces of debris at random combatants. They deal a whopping 30 damage EACH!
    22 - MagLine (Magnet Line) - The center of the arena is lined with magnets, pulling everyone in and making maneuvering difficult. All fighters receive Evade Down until the next hazard.
    23 - LavaStge (Lava Stage) - The arena floor becomes covered with magma! Until the next hazard, each fighter takes 12 HP damage at the start of his/her turn. (!F)
    24 - GrasStge (Grass Stage) - The arena floor becomes covered with grass. Until the next hazard, each fighter recovers 5 HP at the start of his/her turn. (!F)
    25 - Geddon3 - The arena becomes a gaseous swamp! All fighters are poisoned until the next hazard. (!F)
    26 - FireRat - A FireRat falls onto the arena floor. The first to use a fire attack on it (5 or more MP) will light it on fire and rocket it into a random enemy for 5x magic damage. ([IU]) (!F)
    27 - Spice3 - All fighters with status boosts take 20 HP damage. If a fighter has Regen, make it 35 HP damage.
    28 - BlckHole (Black Hole) - Pick a fighter and flip two coins. If they're both heads, sneeze the combatant. (!J)
    29 - Meteor18 - Flip 18 coins. For each heads, a fireball hits a random fighter for 15 HP damage.
    30 - Catcher - Pick a random fighter. If that fighter has items, a UFO steals them away.
    31 - Prism - Until the next hazard, a crystal is placed in the center of the arena. All magic on the prism will affect the ENTIRE team with FULL potency. Works for both healing and attacking. (!F)
    32 - Shadow3 - One fighter receives Shadow status for 41 ticks.
    33 - Invis3 - One fighter receives Vanish status for 41 ticks.
    34 - HolyPanl (Holy Panel) - The arena becomes holy until the next hazard! All attacks do half damage during this time, and healing is doubled. (!F)
    35 - Jealousy - All fighters take damage equivalent to their current MP. Critical rule applies.
    36 - Protecto - Three "Protecto" viruses join the bosses with 150 HP, 0 MP, and 16 speed each, and the critical rule doesn't apply to them. They'll charge three times then unleash powerful explosions, then repeat. To defeat them, you must somehow one-hit KO them all at once... (!F)
    37 - Bass - Blasts all combatants repeatedly for a total of 50 HP damage each. (!J) (!D)
    38 - ProtoMan - Performs Delta Ray Edge on a random combatant, causing 100 HP damage. (!J) (!D)
    39 - PlantMan - Entwines one fighter in his vines. Though technically paralysis, it is treated like sleep; the target cannot move at all until calling a coin flip. S/he will also lose 10 HP for each lost turn.
    40 - DesertMan - Uses his mirage attack to try to blind all fighters (flip for each fighter, blind if heads).
    41 - FlamMan [sic] - Pick a random fighter and flip a coin. If heads, fighter gets Regen for 41 ticks; if tails, invincible for 11 ticks.
    42 - NrthWind (North Wind) - Instantly removes all auras and barriers.
    43 - KingMan - KingMan's loyal knight leaps around the battlefield and causes bouncing damage. 20 HP per hit, keep bouncing until a coin flip comes up tails.
    44 - BowlMan - Tosses a bowling ball at one fighter for 35 HP damage. In the process, he also sends bowling pins tumbling toward 2d3 fighters (repeats allowed) for 10 damage apiece.
    45 - AirShot - Does 5 HP damage to a random fighter, and sets their CT to 0.
    46 - PET-DOKEN! - In an effort to aid the heroes, Lan picks up a nearby PET and throws it at a random boss for 40 damage plus 11-tick Stop. However, if any Navis are playing, one of them is also stopped for 11 ticks. (!J) (!F)
    47 - SandStge (Sand Stage) - The arena floor becomes covered with sand, and mobility becomes difficult. Until the next hazard, all fighters are slowed, but all wind damage is doubled. (!F)
    48 - SLOT IN! - Attention all Navis! If you wish, you may now SLOT-IN. Doing so will use a completely random chip/spell (and could get you out of a pinch), but has a 50% chance to reset your CT to 0. (!F)
    49 - N-O Beam - Check the arena floor for items. If there's anything on the arena floor, deal 100 HP damage to a random fighter. Otherwise, reroll.
    50 - ShadeMan - Wh-wh-wheeeee! ShadeMan uses a sound wave attack. Flip a coin for each fighter; if heads, confuse, if tails, paralyze.
    51 - KendoMan - It's time to undergo your training! The last fighter to move goes MIA for 21 ticks, whacking training dummies with a stick. S/he returns with double Attack and Accuracy!
    52 - VideoMan - Pick a random boss and roll 1d3. If 1, Fast Forward (Haste). If 2, Rewind (Regen). If 3, Pause (Stop). (!F)
    53 - SparkMan - SparkMan zaps a random fighter with electricity, causing 20 HP damage and Blindness. (!J)
    54 - SerchMan [sic] - SearchMan targets a random fighter in his crosshairs! That fighter must dodge within 10 seconds of being targeted, or s/he will be sniped for 100 HP damage.
    55 - ColdMan - Chillski turns the thermostat waaaaay down! One fighter must go MIA for 21 ticks to fix the temperature... otherwise, it will become too cold to fight, and the battle will be refbombed. (!F)
    56 - Full Synchro - One random NetNavi or Robot Master goes into Full Synchro, and his/her next chip attack deals double damage. If no Navis are in play, reroll.
    57 - Dark Soul - A random combatant receives Life 3. However, when it kicks in, the fighter will lose all control of his actions, attacking random enemies with random skills until s/he is KO'ed OR 21 ticks pass.
    58 - "Gresply Nekrom!" - An old man shows up in the arena and shouts "Gresply Nekrom". One random hero gets a Death Sentence, a Seizure, and poison!! (!F)
    59 - Pit Hockey - ZOMG PROGRAM ADVANCE. Three Air Hockey chips with consecutive letter codes form into an attack called Pit Hockey! A bouncing disc careens through the arena, dealing 25 HP damage to ten random combatants. (!J) (!D)
    60 - Ref's Choice
    - If the ref is feeling merciful, he won't send out the Life Virus, Gospel, Alpha, and Duo as an interruptions hazard. :)

    21st Hazard Set: Super Smash Bros. Melee Items (1d22)
    Super Smash Bros. Melee. Some would consider it the flagship title of the GameCube. Personally, I love the game and I made a hazard set using its items.
    1 - Crate - Does 35 damage when thrown, and releases 3 random items. (1 use)
    2 - Barrel - Does 35 damage when thrown, and releases 2 items. (1 use)
    3 - Capsule - Deals 25 damage when thrown, and releases another item. (1 use)
    4 - Motion Sensor Bomb - Once this appears, roll 1d10 on everyone's turn. When the roll comes up 1, the bomb explodes on that person for 60 HP damage. ([IU]) (!F)
    5 - Bobomb - Deals a critical rule-ignoring 75 HP damage when thrown. (1 use)
    6 - Beam Sword - Attack power increases by 50% while held. ([IU], 4 turns)
    7 - Home Run Bat - When swung, it deals 1.5x physical damage for a regular hit. If it's a critical hit, target is KOed instantly! (3 uses)
    8 - Fire Flower - Roll 20d3 to determine damage. (4 uses)
    9 - Ray Gun - Deals 35 HP damage, ignore stat boosters. Critical rule applies. (3 uses)
    10 - Koopa Shell - Toss this at someone for an easy 48 HP damage. (1 use)
    11 - Maxim Tomato - Recover 50 HP. ([IU])
    12 - Heart Container - Recover 100 HP and 50 MP. ([IU])
    13 - Freezie - When thrown, this will encase an enemy in an ice block and stops them for 31 ticks. (1 use)
    14 - Metal Box - When picked up, you become metal for 31 ticks! All attacks on you do only 1 HP damage. ([IU])
    15 - Poison Mushroom - A random fighter receives Tiny status for 31 ticks! ([IU]) (!J)
    16 - Cloaking Device - Receive Vanish for 31 ticks. ([IU])
    17 - Warp Star - As soon as it's grabbed, roll 30d2 and deal damage to the enemy. ([IU])
    18 - Lip's Stick - When you hit an enemy with this, deal 1.5x physical damage and flip a coin. If heads, apply poison for 21 ticks. (2 uses)
    19 - Poké Ball MkII - An improved Poké Ball. When thrown, this summons a random character from H Cuz's call script. That character will use an attack, but will not harm the user or his/her teammates. (1 use)
    20 - Poké Ball - When thrown, a random Pokémon appears and performs an attack. (1 use)
    21 - Bunny Hood - Receive Haste for 41 ticks. ([IU])
    22 - Hammer - See Item hazard 53. ([IU])

    22nd Hazard Set: RPG World (1d11)
    Like many people, I'm a big fan of Ian J.'s triweekly webcomic. So I did what I do with everything else I like: I made a hazard set out of it. :P This set may or may not be expanded to include webcomics in general.
    1 - Ref's Choice. .... BWAHAHAHAHAHAHAHHHH...HAHAHA...*hack* *cough*
    2 - Hero. Slashes one fighter for physical damage (assume 220 Atk).
    3 - Cherry. Uses a summon to assist whichever team moved last. Call in an esper hazard, but it's focused in favor of whoever moved last.
    4 - Diane. Diane uses a random magic spell on whoever goes next. If it's a multi-target attack, attack that person and all allies. If it's a summon, reroll. Assume 80 MAtk.
    5 - Eikre. Flirts with a random female fighter. That fighter goes MIA for 31 ticks as she gives Eikre a beat-down. If no females are fighting, Eikre uses his special technique to deal 25 HP damage to everyone fighting. (!J) (!D)
    6 - Reka. Reka, Podder-head, and Piddo each attack a fighter for 28 HP damage. (!J) (!D)
    7 - TAT Guy. *sigh* Times are tough, as all fighters go MIA trying to get TAT Guy to say something else. This lasts until their status effects wear off. (!F)
    8 - Galgarion. Dark Fire. Of course he wouldn't kill you, he just met you!!... But he'll reduce all heroes' HP by 80%. (!F)
    9 - Dragobo and Howard Wigglebottom. Flip a coin. If heads, Dragobo POUNDS the last fighter to move, cutting their HP by half. If tails, Howard hits them for 1 HP damage. (!J) (!D)
    10 - Detestai's Glasses. Add Detestai's Glasses to the arena floor as an item. Whoever picks them up receives 5 EXP instantly... but at what cost? ([IU], Item Box Reroll)
    11 - The Aeris-esque Death Scene (Comic 400). One random hero is killed off. (Story-style, so they can't be revived. Treat like sneeze.) Another goes into Trance immediately. (!F)

    23rd Hazard Set: Flame of Recca (1d40)
    I obsess about this anime/manga so much, it was inevitable I'd make a hazard set out of it. This is one of my favorite sets, but hazard summoners had best stay clear of it; this one has several hazards which add to the boss team... including my system's very first Interruption hazard!
    1 - Hanabishi Recca. Unleashes a huge burst of flame! All fighters take magic damage (assume 100 MAtk and 15 MP), ignore critical.
    2 - Ishijima Domon. It's a super, Dosei no Wa-powered punch! Physical damage (assume 180 Atk) and MIA for 41 ticks. (!J) (!D)
    3 - Kirisawa Fuko. Kaze no Tsume! Three "wind shards" impale one fighter for a critical rule-ignoring 35 HP damage.
    4 - Mikagami Tokiya. Hyomon Ken, Tsurara Mai (dancing icicles). Icicles hit all fighters for 15 damage and 25% chance of paralysis for 31 ticks. (!D)
    5 - Koganei Kaoru. With his elemental weapon, Kougon Anki, this kid is a jack of all trades! He joins the heroes with 80 HP, 50 MP, 13 speed, and a lot of powerful attacks. Definitely a useful ally. (!F)
    6 - Sakoshita Yanagi. Yanagi has the ability to heal wounds with her touch. The fighter with the least HP recovers 50. (!J)
    7 - Kurei. The evil villain of the series. He summons Kurenai, who uses Haen. For each fighter, flip a coin. If heads, it's an instant KO!
    8 - Setsuna. Shun En. All fighters get 20 seconds to close their eyes. After 20 seconds is up, the flame dragon Setsuna opens his eye. Anyone who hasn't closed his/her eyes takes 80 HP damage and receives permanent, incurable Blind. (!D)
    9 - Madoka. Kekkai En. This flame dragon controls an impenetrable flame barrier. One fighter receives a 30-HP aura.
    10 - Rui. Katanashi no Rui (Rui the shapeless). The illusion flame dragon uses her powers to confuse and blind three fighters for 41 ticks.
    11 - Mokuren. The human freak show is on the loose. He attacks all female fighters for physical damage (assume 70 Atk) and paralysis for 41 ticks. If no females are fighting, he attacks everyone.
    12 - Mori Kouran Hazard 1. "Immortality! I want it! Why must people die?! I want to live forever!" In that spirit, one fighter receives Life 3.
    13 - Mori Kouran Hazard 2. "The guests here want money, blood, and death... and I'm not here to disappoint them." A laser net is erected... right where one fighter is standing. O_o 40 damage and Seizure.
    14 - Mori Kouran Hazard 3. Kouran kidnaps one fighter (MIA for 41 ticks). When s/he returns, joining him/her is a clone of that fighter which will fight for the opposing team.
    15 - Neon. Fukyo Waon. Neon joins the bosses with 200 HP, no MP, and 11 speed. She will charge three times, then unleash Requiem, which has a 75% chance of killing off your whole team. (Captain Lou effect) You must defeat her before she can unleash this attack. (!F)
    16 - Genjuro Hazard 1. Mugen. One fighter is shrunk to miniscule proportions for 31 ticks! All attacks by that fighter do 1 damage.
    17 - Genjuro Hazard 2. Genjuro performs psychic surgery on the fighter with the most MP, giving them Morph status.
    18 - Sekioh. Joins the bosses as a Barbarian with 200 HP and 7 speed. (!F)
    19 - Fujimaru. As if Mokuren wasn't enough, Fujimaru is perverted freak #2. He joins the bosses with 120 HP, no MP, 25 speed, and inherent Quick status. He will only attack female fighters (unless there are none to attack). (!F)
    20 - Kukai. Interruptions Hazard! Incardine has Shabernigdu, Neo-Kamek has Giga Bowser, and now I have Kukai. Previous bosses become allies against Kukai, who will have at least 1800 HP and MP and at least 20 speed. His elemental weapon, Oni, is extremely powerful when activated. Can you defeat him?! (!F)
    21 - Oboro. Tsukishiro left his elemental weapon lying in the arena. You can pick it up to receive Vanish for 41 ticks. ([IU])
    22 - Kashamaru. Kashamaru joins the bosses as a Ninja/Mimic hybrid with 100 HP and MP and 12 speed. (!F)
    23 - Gashakura. Uses his elemental weapon, Magagumo (Spider)! Pick 6 fighters and deal physical damage to each one (assume 85 Atk).
    24 - Magensha. Now this one is nasty. Pick a random fighter and flip a coin. If heads, fighter is KO'd courtesy of Houmashin. If tails, fighter is sent to Magensha's evil dimension, and never seen again...
    25 - Noroi. Possesses one random KO'ed fighter. (If no one is KO'ed, pick a random fighter.) That fighter joins the bosses as a Zombie with 150 HP and 150 MP. (!F)
    26 - Tetsugan. Someone left this elemental weapon lying around the arena... eat it to receive Metal status for 31 ticks. (1 use, IU OK)
    27 - Mikoto Hazard 1. Takes a gun and shoots one fighter. Hey, that's cheating, but who's counting? The unlucky target takes 60 HP damage.
    28 - Mikoto Hazard 2. Doku Mashin. One fighter receives incurable Seizure status.
    29 - Mikoto Hazard 3. Mikoto tosses a dart at the referee, and he is unable to speak for 21 ticks! While the ref is mute, he cannot warn fighters if they are about to do something stupid; also, the battle cannot end as long as the ref is mute. (!F)
    30 - Makiya. BEHOLD MAKIYA'S INVINCIBLE MADOU--*slice* Never mind. Kurei cuts Makiya in half, and the battle proceeds normally.
    31 - Fumimaru. Fumimaru uses "Kagenui" to nail down the shadow of the last person to move. That person is stopped for 21 ticks. Also, anyone with Shadow status is Stopped as long as the Shadow lasts. (!J)
    32 - Kamui. And I thought Fujimaru was creepy? Kamui calls on his mechanical "Ashura Arms" to impale the youngest male fighter in play. 30 HP damage ignoring critical.
    33 - Mokuren Hazard 2. Mokuren summons three "wood puppets" to attack the heroes! They join the bosses with Barbarian stats and permanent Auto-Life. You don't have to beat them to win the fight. (!F)
    34 - Rasen. Rasen's madougu, the Koukai Gyoku, can completely erase things from existence. Books, mountains, and even people! One fighter is erased... sneeze that combatant.
    35 - Marie. Marie the dominatrix picks a random male combatant. She has a bulky ally restrain him, then whips him with the Sokubaku Benten and names him John. 30 HP damage, Stop for 11 ticks, and change his name.
    36 - Resshin. Resshin is the leader of the flame dragons, and he has the most morbid skill. One KO'ed fighter is sneezed; however, that fighter may be called up by Summoners for the remainder of the fight. (MP cost depends on the fighter) (!F)
    37 - Raiha. Roll 1d6. On a 2 or higher, Raiha throws 3 shurikens at random fighters (2x critical damage, 75 Atk). On a 1, look out, because it's Raijin time. 80 damage to all heroes, double that to all bosses.
    38 - Joker.
    Joker's madougu, the Teishaku Kaiten, manipulates gravity. Flip a coin. If heads, spawn Arena Change 15 (Low-G Arena). If tails, spawn Arena Change 16 (High-G Arena). (!F)
    39 - Saichou.
    Due to a heart condition, Saichou can only fight for fifteen minutes. And so can you!... Sort of. The last fighter to move gets a Death Sentence for 25 ticks.
    40 - Tatsuko's Choice.
    Since Tatsuko is a ref in Flame of Recca, you can probably guess what this is...


    24th Hazard Set: #BOTVGH_Bosses History (1d667)
    BOTVGH Bosses has been around for over five years (the channel itself lasted just about two years on the dot before we were forced to go to move to Arena). Some of these hazards are based on classic boss battles. Some are just based on things that people said or did. Either way, it's the biggest hazard set around and some of the hazards here are positively wacky...
    1 - vs. Super Mario - Add a 1-Up Mushroom, a Metal Cap, a Vanish Cap, and a Wing Cap to arena items.
    2 - vs. Da Big Boo - A chandelier falls on the hero with the most MP. 40 HP damage. (!D) (!F)
    3 - vs. Wrexsoul - One random hero, known only to the ref, is selected. If that hero is KOed, everyone receives 2 EXP. (!F)
    4 - vs. Boo Cuz Hazard 1 - All fighters receive ??? status.
    5 - vs. Boo Cuz Hazard 2 - One fighter becomes Charmed for a whopping 61 ticks!
    6 - vs. Boo Cuz Hazard 3 - For each fighter, roll 1d(max HP). Set current HP to whatever comes up.
    7 - vs. Missingno - All fighters' stats become HIDDEN. (!F)
    8 - vs. Magikarp - Add a Magikarp to the bosses with 10 HP and 0 MP... (!F)
    9 - vs. Hazard Man - All hazards become Ref's Choice. (!F)
    10 - vs. Winamp - All hazards become based on whatever the ref's current music is. (!F)
    11 - vs. Saichou - If the battle is not over within 40 ticks, the boss becomes too weak to fight; you win automatically. (!F)
    12 - vs. Odin - If the battle is not over within 40 ticks, Odin performs Zantetsuken on the heroes; you lose automatically. (!F)
    13 - vs. Cow King - Cow King joins the battle with Cow General stats and abilities. Flip a coin; if heads, he joins the heroes, if tails he joins the bosses with double HP/MP and a safeguard.
    14 - vs. Johnny Jones - One of the wildest finishes in history... two fighters become destiny bonded, but one receives Life 3.
    15 - vs. Ruffian - Add Ruffian to the bosses with 140 HP and 100 MP, Thief skills, and the ability to summon lackeys. (!F)
    16 - vs. Katashiro Reiran - Strings up one hero and manipulates him/her to her will. That fighter is Charmed for the remainder of battle, unless you can cut Reiran's strings... (!F)
    17 - vs. Golbez - Casts Hold Gas to try and paralyze the heroes, then summons a Shadow Dragon to aid the boss. 120 HP, 0 MP, 8 speed, and an instant-death attack every turn. Blue mages learn Hold Gas. (!J) (!F)
    18 - vs. Team Gambler - Ref spins Setzer's slots, Cait Sith's slots, and the Casino Night Zone slots, in that order.
    19 - vs. Dr. Wily Hazard 1 - Add two random Robot Masters to the bosses. (!F)
    20 - Guest Boss - Spawn Neo-Kamek's "Conversion" hazard. (!F)
    21 - vs. Cyber Black Yoshi - HYPER RASP!! EVERYONE loses ALL their MP.
    22 - vs. Czar Dragon/Zombone - Boulder - All fighters take magic damage (assume 24 MP, 80 MAtk).
    23 - vs. Masa & Mune - If there are multiple bosses, they merge into a single superboss; otherwise, reroll. (!F)
    24 - vs. CPU - Add an Attacker and Defender to the bosses with 50 HP each, infinite MP, and 12 speed. The defender heals the main boss for 30 HP every turn, the attacker hits all heroes for 15-20 HP each, and they revive within 20 ticks of being KO'ed. (!F)
    25 - vs. Hyper Neo-Kamek - HNK is added to the bosses with 200 HP, 500 MP, 10 speed, and all kinds of insane defense boosts (including Reflect, No-Dispel, and Safeguard). (!F)
    26 - vs. Yaridovich - Mirage! A clone of the boss appears for 41 ticks. It's up to you to figure out which one is the real one. (!F)
    27 - vs. Punchinello - Spawn Neo-Kamek's Mario RPG hazard 10. (!F)
    28 - vs. Wal-Mart Disk - Spawn BOTVGH Hazard 4.
    29 - Late May 2001 - WaRiOsHaDy and Nesshelper are at each other's throats AGAIN! Spawn BOTVGH hazard 41 (flame war).
    30 - vs. The Sailor Senshi - If there are 3 or more bosses, the lead boss gets a Super Morph for the rest of the battle; otherwise reroll. (!F)
    31 - vs. Smithy - Add Smelter to the bosses; 200 HP, 0 MP, 7 speed. Every turn it gets, add a Shyper to the boss team (50 HP, 50 MP, 11 speed). (!F)
    32 - vs. Hideously Overpowered Boss - Hits a random fighter for physical damage (assume 50 Atk). OMFG HES HIDIUSLY OVERPOWERD LOLZ!!!!!11111111 (!J) (!D)
    33 - vs. Magma Dragoon - "You know, half my name is Dragoon!"... but he went underground instead. Jump is prohibited for the rest of the match; use dig instead. (!F)
    34 - vs. Kirby - Kirby joins the heroes with Dreamlander stats. (!F)
    35 - vs. Palom & Porom - If a black mage/wizard and white mage/wizard are together on a team, they may use Twin Magic. It costs 15 MP for both fighters and requires at least one of them to charge, but deals massive damage to all enemies.
    36 - vs. Bowyer - Bowyer locks a random ability for 41 ticks. Roll 1d5. If 1, it's physical attacks; if 2, it's offensive magic; if 3, healing magic; if 4, abnormal status; if 5, everything else, including items, charging, jumps, and job class abilities. (!F)
    37 - vs. Speed-Oriented Boss - The boss or bosses get 30 speed, but lose half their Atk and MAtk. (!F)
    38 - vs. The Mage Team - Pick three random fighters, and cast random black, white, and time magic on them, respectively. (80 MAtk)
    39 - vs. President Bush - Drops a nuke on the arena. Why? Because it's there. Luckily, the arena barrier absorbs the brunt of the explosion... however, flip a coin for each fighter. If heads, combatant receives both Seizure AND Poison from the radiation.
    40 - vs. The Final Fantasy Heroes - [20:37] <Rune_Knight_Celes> By the power of Greysku-- er, never mind. - Celes raises her sword into the air, creating a Runic effect until the next hazard. (!F)
    41 - vs. SSJ LUIGI007 OMFG!!!!!!!111111 - One random fighter overheats and dies.
    42 - July 31, 2001 - In a bizarre twist of fate, Jes joins the HEROES as a randomly-selected job class. However, after 41 ticks he goes back to his old self, and switches to the bosses. (!F)
    43 - Dr. Yoshi the Ref - For the rest of the battle, when someone leaves or misses a turn, the ref sets them to auto-battle instead of penalizing them.
    44 - vs. Cockatrices/Gafgarion - Everyone, including the boss, accuses the ref of rigging coin flips. This ticks off the ref, causing him to spawn 3 really evil hazards AND one interruptions hazard. (!F)
    45 - <Axem_Blue> Question: Who's Runic? - Everyone in the fight gains 1 EXP for not being this stupid. (!F)
    46 - vs. Byblos/Elidibs - Aww, the original interruption boss makes its appearance! Spawn an interruption hazard! ^_^ (!F)
    47 - vs. Snake and Burner Strike Back - Layered status effects ahoy! All fighters get THREE status ailments.
    48 - vs. Spekkio - Only magic becomes valid for the remainder of battle. (!F)
    49 - vs. Freakazoid - In this fight, Canadian Yosheh was RPing and never took his turns. One random fighter becomes Stopped for 31 ticks.
    50 - vs. Jigglypuff - The only boss match that Klawkat's ever reffed... using too many MP has BIG consequences. (!F)
    51 - vs. MagiMaster - Casts Ultima, and everyone dies! :D *BLAM* Er... reroll the hazard.
    52 - [23:31] <Lord_Matt> Who's the boss tomarrow? [23:31] <Tizzy557> Me! [23:31] <Tizzy557> Tizzy! [23:32] <H_Cuz> You wish [23:32] <H_Cuz> TIZ: *explodes and runs off, good guys win by default* - Tizzy557 joins the bosses with one move: Exploder. (!F)
    53 - vs. ChanServ - Healing spells' effectiveness is reduced drastically, AND the ref may rig coin flips until the next hazard. (!F)
    54 - Angel Light Red (Deviot) Hazard 1 - Attempts to "bend" arena rules in a tourney fight with Incardine... confusing the ref, and hence everyone else, for 41 ticks.
    55 - Angel Light Red (Deviot) Hazard 2 - Deviot thinks that KOing someone when they're at 1 HP is "cheap". So from now until the next hazard, no KOs are allowed.
    56 - [17:30] <Baby_Onix> Oh, on a note, HCuz, you approved my tournament...so, could you put it back up so I can get entries, please? [17:31] <H_Cuz> ... [17:31] <H_Cuz> I seriously don't remember approving it. [17:31] <Baby_Onix> you did.- KtR also doesn't remember increasing all fighters' Trance Gauges by 3. But he did. Apparently...
    57 - vs. Kamek's Magikoopas - Add Kamek to the bosses with DOUBLE Magikoopa stats! (!F)
    58 - Poyozo - ...WTF, that's not a Poyozo. Spawn BOTVGH hazard 5.
    59 - [14:55] <HC> -=- Winner gets a cookie! -=- - Or extra EXP.
    60 - vs. the Summon Script - The boss gets to use the Call Script ability. (!F)
    61 - [20:49] <^Gogo^> GOGO: *mimic Croco* That legal? ;p [20:49] <NKtR|Croco> Aw hell no. - If any mimics are fighting, they may mimic the boss for the rest of the fight; otherwise reroll.
    62 - vs. Hashmalum - Canadian Yosheh is not green, he's red. One fighter gets his colors changed randomly. This may result in incurable Blindness.
    63 - vs. Evil Pikachus - Add a rabid Pikachu to the bosses with 100 HP, 50 MP, 12 speed, and Seizure. It can spread the Seizure by biting other combatants. (!F)
    64 - vs. Sonic & Knuckles - Nesshelper throws a book at you. OMFG. >:O Physical damage (assume 20 Atk). (!J) (!D)
    65 - vs. Ash Ketchum - Summon a random Pokémon and flip a coin. If heads, add it to the heroes, if tails, make it a boss.
    66 - vs. Mega Man - One random fighter spontaneously combusts, but scores 4 EXP.
    67 - Professor_NumLock - Thought you could fool me, eh? Spawn BOTVGH hazard 5.
    68 - Saint_Ajoras - OH GNOS WHO CAN IT BE!!!!!!111111 Spawn BOTVGH hazard 5.
    69 - vs. The SSBM Cast - Summon a random SSBM character and flip a coin. If heads, add it to the heroes, if tails, make it a boss.
    70 - Cold Armor - At every hazard from now on, Kraid rotates the arena and KOs one fighter. However, all fighters get Life 3. (!F)
    71 - [21:14] <[[Vash_the_Stampede]]> Ummmm, uh, *flips a donut and it lands glazed down* tails I guess ^^ [21:15] <Lina_Chan> *eats the donut* [21:15] <[[Vash_the_Stampede]]> It landed on a dusty floor [21:15] <KamektheRef> -=- Lina gets food poisoning for eating off the floor -=- - The last fighter to pick up an item gets Poisoned for 41 ticks.
    72 - [20:38] <Canadian_Yosheh> Joe, wanna take my place for a few minutes? :P [20:38] <Jyouii-kun> What? No, I'll screw up. [20:38] <Jyouii-kun> And kill you. [20:38] <Jyouii-kun> -On purpose, of course. - If a fighter misses a turn or leaves, the ref puts him on auto-battle instead of penalizing... but blatantly sabotages his team's efforts. (!F)
    73 - vs. Evil Santa - Add Evil Santa to the bosses with 250 HP, 100 MP, and 10 speed. For his attacks, he pulls random items out of his bag and uses them to attack. (!F)
    74 - [14:52] <Cless_Alvein> Why have you been gone for 20 minutes? [14:55] <Cless_Alvein> Well? [15:03] <Cless_Alvein> That's it. I'm "changing your titles." [15:12] <Cless_Alvein> My hand slipped and now you're banned instead. - The next fighter to miss a turn is kickbanned, in addition to being penalized.
    75 - vs. Giga Bowser - One random boss goes Giga! HP and MP multiplied by 10, Speed +25%, all other stats doubled, Safeguard added. (!F)
    76 - Endurance Match - Current match becomes endurance. Bosses keep coming until the heroes are dead, but you earn EXP for each boss that's defeated. (!F)
    77 - [20:59] <U64_Summoner> NO CRITICAL?!?!?! - That's riiiight! Critical rule is disabled for the rest of the match. (!F)
    78 - vs. NumberMan EXE - Roll 1d50 three times. Three timebombs appear with those HP values and 8 speed. If/When they get a turn, they explode for 10x normal explosion damage. (!F)
    79 - <SSLRranma> hi ben <Neo-KamektheRef> /\/\/\ SSLRranma takes 68 HP damage /\/\/\ <Ben-San> Yeah, that's what he gets for saying hi to me. - The next combatant to greet someone pays for it to the tune of 68 HP damage.
    80 - [20:52] <Klawkat> my Item set has one item. that's just an empty cardboard box name Errie - Add Errie to arena items. o.o;
    81 - [21:31] <KamekTheRef> ZANGIEF: BigRussianHairyMan.EXE, JACK IN!! - Spawn Street Fighter Hazard 3 (Zangief), but it affects all NetNavis, MageNavis, and Robot Masters, and nobody else.
    82 - vs. Megaman EXE, Protoman EXE, and Bass EXE - All bosses get 5 NetNavi chips and all Robot Master skills... IN ADDITION to their usual tricks. (!F)
    83 - vs. MagicMan EXE - The boss gets two random call script characters as allies. (!F)
    84 - vs. Team Magikoopa - "Now I see why I shouldn't have taken my Rank V-ness for granted, it's impossible to gain EXP when teamed with you meatheads -_-" - The next person to do something blatantly stupid (like attacking an invincible boss) becomes a valid target for allies to vent frustration. (!F)
    85 - Legendary Pokémon - Boss's HP is quadrupled, but all hazards become item drop -> Poké Ball. All Poké Balls contain legendary Pokémon. (!F)
    86 - vs. Metal Bros. - All bosses receive Metal for 31 ticks. (!F)
    87 - Hillbilly Yoshi - Hillbilly Yoshi shoots one random fighter and ties him to the back of the truck, much to Baby Mario's dismay. 25 HP damage and MIA for 41 ticks. (!J) (!D)
    88 - Girl Power! - ALL COMBATANTS become female.
    89 - [22:23] <Neo-Kamek> ••• WE INTERRUPT THIS BATTLE FOR AN IMPORTANT ANNOUNCEMENT. ••• [22:23] <Neo-Kamek> ••• I can see you! ••• [22:23] <Neo-Kamek> ••• NOW BACK TO OUR BATTLE. ••• [22:23] <Strago> -=- ....OK.... -=- - Not anymore you can't! All fighters become Blinded and Invisible, both for 41 ticks.
    90 - [01:25] <H_Cuz> DID YOU JUST HANDLE THE NEO-PACKERS?! >:O [01:25] <Luigi_Link> Yeah. Got a problem with it? [01:25] <H_Cuz> LINK: *files a sexual-harassment suit* [01:26] <H_Cuz> RYDIA, ZELDA, WARGH: *follow suit* - Next combatant to make an off-color remark is sued, and sneezed.
    91 - [00:52] <H_Cuz> So now with the energy from these Kari-o's, I will do what I do EVERY MORNING! >:O [00:52] * H_Cuz drops off to sleep [00:52] <H_Cuz> Zzzzzz.... - One fighter receives Attack Up for 41 ticks, but falls asleep.
    92 - YOU SUCK WORSE THAN A DANCER'S STATS!!!!!1111 - The last fighter to move becomes Embarrassed.
    93 - [02:30] <H_Cuz> (HC jumps out, and the crowd goes wild!) [02:30] <H_Cuz> CROWD: Zzzzzzzzz.... [02:30] <H_Cuz> (I SAID, THE CROWD GOES WILD >:O ) [02:31] <H_Cuz> CROWD: *monotone* Yay. - How do we make the battle exciting? How about Hasting 3 random combatants?
    94 - vs. OmniKnight and OmniMage - Since I don't have Omni-classes, add a General and a Magikoopa to the bosses. (!F)
    95 - vs. Peer Hazard 1 - Any fighter who exits IRC in mid-battle takes 30 damage and gets two status ailments. If their connection was "reset by peer", the effect is halved.
    96 - vs. Peer Hazard 2 - Add Peer to the bosses with 300 HP, 0 MP, and 12 speed. It will charge five (yes, five) times, then... (!F)
    97 - [19:15] *** UDX_EXE [udx@=Jfuhed65-336.znet.net] is on IRC (MEWTWO WILL KILL ALL THE DIGIMON) - D'oh! HC's notify list applied Ultima's message to UDX... and the ref applies three random players' stats to each other. (That is, replace 1 with 2, 2 with 3, and 3 with 1.) (!F)
    98 - [21:22] * [[Roll]] is listening to dir.txt (0 kb, length unknown) powered by the USS Dwight D. Eisenhower's nuclear reactor. - The ref loads an incompatible file into the ref script, causing glitches galore. Roll 3d3, spawn that many Wild Surges (random casters and targets). (!F)
    99 - vs. Dr. Wily Hazard 2 - Air Man fires a super tornado at the fighter with the most MP. Flip a coin. If heads, the fighter is sent swirling into the sunset and sneezed. If tails, they merely go MIA for 41 ticks. (!D)
    100 - vs. Tricker - Add Tricker (from FF4) to the bosses. 150 HP, 9999 MP, and 12 speed. Things are not as they seem... (!F)
    101 - vs. Pink Puffs - Until the next hazard, all fighters must call a coin flip for their turns. If they call wrong, they automatically use a physical attack with 3x potency.
    102 - [22:20] * Diskmaster revives to punch Mr. Pokey, and dies. - Punching a cactus != smart. Add Cactuar to the bosses with 300 HP, 9999 MP, 9 speed, and a single attack... (!F)
    103 - [20:40] <Neo-Kamek> PICHU: Cha ha ha! [20:40] * H_Cuz mutes the TV. "Shut up, Pichu." - The fighter deemed "cutest" by the ref -- or a random combatant -- becomes Mute for 41 ticks!
    104 - <Doctor_Mario> Aw. It's a cute little... AGH. IT'S HORRIBLE! - Add Baby Jes to the bosses with 75 HP, 75 MP, and 7 speed. (!F)
    105 - [16:06] <Sir_Carter> -=- OH MY GOODNESS LADIES AND GENTELMEN!!! IN THIS GAME OF REPITITION, I HAVE NEVER EVER SEEN A FAGGOT THIS BIG!!!!! -=- - Spawn BOTVGH hazard 19.
    106 - [16:58] * Doctor_Mario tosses H an undead pill. [16:58] <Doctor_Mario> HAVE FUN WITH MY DRUGS [16:59] <Tom_D> DRUGS ARE BAD. [16:59] <Neo-Kamek> -=- H Cuz is no longer undead. -=- [16:59] * H_Cuz eats it and sees llamas in pajamas. - From here on out, all status heals get wild surges added on! (!F)
    107 - vs. Ogopogo - Casts the blue magic spell, Double Wave. Any blue mages on hand learn it. (!F)
    108 - Call Script War! "Let's go illegally download some tomatoes" - The last fighter to move goes to do just that. MIA for 31 ticks, but recover 20 HP and MP.
    109 - vs. Jes & Nesshelper - Whenever a fighter misses a turn, they receive ??? status for 11 ticks. When it runs out, Jes appears and drops his flab on the fighter, shattering them to bits (sneeze). If the fighter unidles, ??? status is cleared. (!F)
    110 - [22:17] <Ultima_64> H do you live in a dorm? [22:17] <H_Cuz> No, I live at home. [22:17] <Ultima_64> cuz if you do... I'M MOVING IN WITH YOU! - Truly, a fate worse than death... spawn BOTVGH hazard 17.
    111 - vs. The Entire Cast of FF6 Including Kefka and Zombie Leo - An already-frustrated ref floods off while performing /allstats. If there are more than 8 fighters, sneeze one. If there are more than 10, sneeze two. Otherwise reroll. (!F)
    112 - |Suikoden| - Guess who? Spawn BOTVGH hazard 5.
    113 - vs. Team Rocket - One random player receives ??? status (Neo-Kamek's "IT") and will be KO'ed at the next hazard unless s/he can pass it off to someone else.
    114 - vs. the Coin - Ref may now rig coin tosses however he sees fit. (!F)
    115 - vs. the Dice - Ref may now rig dice rolls however he sees fit. This does not include hazard rolls or rand(1,5)-type numbers. (!F)
    116 - vs. the Hazard Bar - The hazard bar is added as a boss with 200 HP and 0 speed. Every time it's hit, the hazard set changes; otherwise, all hazards come from the same set. Start on the Master List. If Haz is KOed, there are no more hazards. (!F)
    117 - vs. Kamek and Bowser - [20:36] <KamekTheRef|Kamek> -=- Congratulations, your black mage has just blown away all his MP! What are you gonna do now? -=- - The hero with the most MP loses it all. (!F)
    118 - vs. Gogo - Until the next hazard, EVERY attack thrown will be mimicked by Gogo, hurting the attacker for 1.5x the damage dealt.
    119 - vs. Reznor - The Reznors breathe fire onto random fighters. Four combatants take 20 damage each.
    120 - vs. M. Bison - All the bosses go MIA for 41 ticks to push shopping carts at Wal-Mart. The heroes must bide their time (and survive the hazards) in the meantime... (!F)
    121 - [20:14] <H_Cuz> Virg gets a lot of Fire Flowers. [20:14] <Buster_Bunny> She's got a firey thumb. :O [20:14] <PrincessVirgo> A pyromaniac cleric. - All white mages/wizards receive the Fire Flower item!
    122 - [19:06] <DreadMasters> I wanna be the queer crossdressing pink mage. - One player gets their job class changed to... just that. 50 HP, 50 MP, 10 speed, and one special skill: Flirt. (!F)
    123 - Blue Magic Session! - Bosses are sneezed, all heroes become blue mages/wizards, and the match becomes a blue magic session! If he wants, the ref may add a new boss who may throw in some new spells. But beware: all combatants become Wild as well. (!F)
    124 - *** GoodGirl-21 has joined #BOTVGH_Bosses <GoodGirl-21> See tapes girfriends and wives made for their lovers. HARDCORE SEX WITH REAL PEOPLE. JOIN NOW: *URL removed by HC* *** GoodGirl-21 has left #BOTVGH_Bosses [01:04] <H_Cuz> I THOUGHT I END--WHAT THE BLOODY HELL? - The last player to move gets seXX0red!!... But by whom?!
    125 - vs. Pimp Daddy Wiegraf - Two random /girls script characters join the bosses; two more join the heroes.
    126 - ••• Your Average Cid's items were destroyed! ••• - Which left him literally useless. All NetNavis and like classes LOSE their battle chips and may not redraw, leaving them with only physical attacks. And be thankful that you can attack at ALL; Cid couldn't.
    127 - [22:07] <HC|FinalFantasy5> [TD Mak] You, there! Pay toll!!!!!!!!!!!!! Or else the killer pelicans will drop blank propoganda on you!! >:O - Spawn HC/TD In-Joke hazard 7.
    128 - [00:25] <HC|FF5> EWW! [00:25] <HC|FF5> Something used Mucus on me >_O <Tizzy557> Mucus? <HC|FF5> Mucus = Snot <HC|FF5> Something SHOT ITS #@*$#^*$ SNOT AT ME - Last fighter to move gets... Mucused. Slow for 41 ticks and Seizure.
    129 - Hazard Hell - The bosses are sneezed, hazard mania commences, and the objective becomes to survive as long as possible. The longer you last, the more EXP you score! (!F)
    130 - fuzzbubbles - This isn't even FUNNY anymore... spawn BOTVGH hazard 5, you know the drill. :P
    131 - vs. Paper Mario - All HP and all damage is divided by 10. Fractional damage is rounded down. (!F)
    132 - vs. Team Game & Watch - Interruptions hazard! All bosses become allies! You'll fight no less than 20 Mr. Game & Watches; 180 HP, 80 MP, 12 speed, 5 at a time. This could be a while... (!F)
    133 - vs. Calbrena - For 31 ticks, the boss splits into SIX miniature versions of itself, each with about a third of the main boss's HP and MP. If you KO three of them, the main boss will re-form. (!F)
    134 - vs. NickServ - NickServ forces you off your nick! All fighters must change nicks; failure to do so results in indefinite Stop.
    135 - vs. Mack - Roll 1d5, add that many Shysters to the bosses. 50 HP and 50 MP each, 12 speed. (!F)
    136 - vs. Mega Mage - One fighter becomes a Mega Mage, and receives all Magikoopa and Sorcerer skills!
    137 - vs. Altima - Before the Guest Hazards debacle; NK hosted, I did the hazards. All hazards become Guest Hazards; "Someone Else" means I use my own hazards. (!F)
    138 - vs. Orlandu - My character added a wild surge to a spell and lost all blue magic as a result. One random fighter suffers this same fate, but learns/retains Added Wild Surge. (!F)
    139 - vs. the Tribbles - Add a Tribble to the bosses, 75 HP, 75 MP, 11 speed. Every turn it gets, it creates copies of itself... kill it quick! (!F)
    140 - <Edgar_Figaro> Hey, if we confuse Relm and she paints herself, does it glitch up the battle and end it? :D <Neo-Kamek> Edgar: Yes, it glitches, but the glitch causes everyone's EXP to be erased. <Edgar_Figaro> But that didn't happen in the game :( - Any confused fighters' actions will now be glitched! (!F)
    141 - vs. Agahnim - The boss becomes immune to direct attacks. It's up to you to figure out a way to damage him. (!F)
    142 - <Ultima_64> I will summon H Cuz <KamekTheRef> -=- Summoning H Cuz could backfire spectacularly. Go through with this anyway? -=- <Ultima_64> Yes <Ultima_64> I Summon H Cuz <KamekTheRef> -=- Summoned H Cuz -=- <KamekTheRef> -=- H Cuz used Flare on Ultima 64! -=- - H Cuz casts Flare on the last fighter to move. 100-200 damage. (!J) (!D)
    143 - vs. Xeboc Hazard 1 - All bosses get Dimensional Armor. This halves incoming damage, but can be stolen by a thief. (!F)
    144 - vs. Xeboc Hazard 2 - Xeboc uses the Tank Cannon and KO's three random combatants.
    145 - KamekTheRef vs. Ultima 64 - KamekTheRef casts Meteo. 5 random fighters take 50-80 HP damage each. (!J) (!D)
    146 - vs. Team Mario - Interruptions hazard! All bosses become allies against Mario, Dr. Mario, Baby Mario, Paper Mario, Metal Mario, and Evil Mario. Can you neutralize Dr. Mario's healing, Baby Mario's items, Metal Mario's defense, and the others' all-around power?! (!F)
    147 - vs. the F-Zero Racers Hazard 1 - Pico casts Bad Breath (see blue magic) on the last hero to move; if he's a blue mage he learns it. (!F)
    148 - vs. the F-Zero Racers Hazard 2 - Falcon PUNCH!! Magic damage (assume 150 MAtk and 20 MP) to the fighter with the most HP. (!J) (!D)
    149 - vs. the Four Fiends - "Fight with all your might!" Rubicant cures a random fighter, recovering 9999 HP and MP.
    150 - vs. Neo-Kamek's boss - MMCS Malbon sends the fighter with the least HP to medical. Heal all bad status and recover all HP, but add MIA for 19 ticks.
    151 - Tizzy wants a battle; KtR doesn't - Flip a coin. If heads, KtR ignores Tizzy and rerolls the hazard. If tails, KtR gives in and adds 5 (random call script character)s to the bosses. Wuss penalty is removed. (!F)
    152 - vs. Chibot - Ref casts Super Nova. All fighters take magic damage (assume 50 MP, 80 MAtk) and get one random status ailment.
    153 - vs. Dodo and Valentina - Dodo takes away the hero with the most HP for a one-on-one. All other fighters go MIA and are stopped until that battle ends; the victor rejoins the main fight. If it's the hero, he earns extra EXP. (!F)
    154 - vs. Kamek from ChUB - Kamek uses Hyper Shield. A random boss gets Haste, Attack Up, Defense Up, M.Attack Up, M.Defense Up, Regen, and the critical rule is disabled. (!F)
    155 - vs. Rydia - Random call script character joins the bosses. (Could you tell I'm running out of ideas?) (!F)
    156 - vs. Wobbuffet Hazard 1 - A Wobbuffet (1000 HP, 0 MP, 0 speed) sits in the middle of the arena until the next hazard. At the next hazard, it uses Bide on ALL fighters and then disappears. The first person to tell me Wobbuffet doesn't have Bide loses EXP, so shaddup. :P (!F)
    157 - vs. Wobbuffet Hazard 2 - The heroes give up on the bosses and decide to attack each other to learn BLUE MAJIK OMG!!!!!!!!111111111 Until the next hazard, the boss becomes invincible, and all heroes may cast and learn blue magic. (!F)
    158 - Free For All! - The boss is sneezed and a free-for-all commences. Heroes may change job classes if they wish, and receive infinite Life 3. The winner is the fighter with the most KOs. (!F)
    159 - vs. Beavis and Butthead - A wild surge changes Beavis to a female; add both "her" and Butthead as bosses with 200 HP, no MP, and 6 speed. You must KO one of them before they can get a turn, or... *shudder* (!F)
    160 - vs. Smithy Part II - ERROR: The ref is never wrong. Any ref mistakes from now on, no matter how small, will result in Really Evil hazards. This counts double if someone has to point it out. (The mistake, not the hazard.) (!F)
    161 - vs. Axem Rangers & Koopa Bros./vs. ProtoMan.EXE - Everyone blames one fighter for screwing up the BB. That fighter receives Slow, M.Attack Down, and Seizure. Also, roll 1d10. If 1, the fighter is sneezed and earns no EXP.
    162 - [20:42] * Faris^ mana drains from YOUR MOM. - The fighter with the least MP Mana Drains from YOUR MOM. Recover all MP, but take damage equivalent to half the amount of MP recovered.
    163 - vs. Giga Axem Ninjakoopa - Giga Axem Ninjakoopa tries to pick up its axe, but instead drops it on a random fighter's foot for 250 (yes, 250) damage. (!J)
    164 - vs. AIM Guy - All fighters' inboxes fill up with spam!! Nobody may hold items (if any item hazards occur, reroll).
    165 - vs. Final Lavos - Active Life FULLY REVIVES all dead combatants.
    166 - [20:26] <Wombling_Pikachu> H still has the old revive [20:26] <Wombling_Pikachu> lol - You wanna see OLD? The battle becomes old-school! All fighters' speed set to 10, Haste/Slow/Stop invalid. If he feels up to it, the ref may even ref without the script. (!F)
    167 - <KtR|Demitel> <Demitel> Let's see what this is... <KtR|Demitel> <Demitel> *presses the red button of death* <Neo-Kamek> ••• OH NO MR. BILL! :o ••• <KtR|Demitel> -=- WARNING! Rydia is rampaging through the arena and she has PMS! -=- <KtR|Demitel> <Demitel> ...Oops. - Rydia has PMS, and she casts Bahamut on all combatants (assume 65 MAtk)
    168 - vs. Demitel - Demitel had the boss battle won, when Cless ran in and killed him in one swipe. Add Cless to the heroes, Paladin stats. (!F)
    169 - <Kamek> -MemoServ- hello... u r welcome to #digimania ... u want xs?? msg me ok?? enjoy ur self!! <Kamek> u want xs?? <Kamek> ...WTF. <Jyouii-kun> u want xs?????? <PrincessVirgo> xs? <Kamek> Either xs is a really bad typo of sex, or I don't even wanna know. - And thus an in-joke was born. One random fighters gets xs omfg yey!!!!!!!!111111
    170 - STATUS BLASTER :O:O:O:O - Spawn Neo-Kamek's Combined Item #39.
    171 - vs. Safer Sephiroth - Casts Branimaniacs Nova on all combatants! Pick three status ailments; all fighters receive them.
    172 - Disk vs. UDX NetBattle - Two random fighters get Life Auras (50 HP Aura), but they only last until the next hazard.
    173 - [19:22] * KamekTheRef hands Disk a backup tape of Ben.exe that he found lying around. - One random NetNavi/Robot Master/MageNavi gets his/her data backed up. Treat like Life 3.
    174 - vs. Jailhouse Blues Hazard 1 - Nasty Toilet Man spews crap at all fighters for 18 HP damage and one random status ailment.
    175 - vs. Jailhouse Blues Hazard 2 - Moogle Charm charms all heroes for 31 ticks! Now would be a good time to beg the ref for mercy. :O (!F)
    176 - [18:39] * Neo-Kamek fakes a hazard set. Result: All Bosses K.O. [18:39] <MrGameAndWatch> My favorite hazard set. - Hahahaha... YOU WISH. XD Reroll.
    177 - [00:16] <Incardine> NK, have you ever PLAYED Dance Dance Revolution. :P [00:16] <Neo-Kamek> Inc: I did, once, and failed miserably [00:16] <Incardine> X.X [00:17] <Neo-Kamek> ••• Neo-Kamek Job Class: Non-Dancer ••• [00:17] <H_Cuz> YOU SUCK WORSE THAN A DANCER >:O - THIS used to be NK?! Reverse all hazards from here on. (!F)
    178 - vs. YOUR MOM - (Yes, this was an actual match. Goshi hosted it.) Your mom sends you to your room with no dessert! >:O MIA for 31 ticks and Seizure.
    179 - vs. Afro Batman and Robo-Jesus Hazard 1 - Fire Flower + Atomic Fire = Atomic Fireball! When launched from Robo-Jesus's item cannon, it deals 666 HP damage to one fighter.
    180 - vs. 850 Life Man- One fighter may fight one-on-one with 850 HP Man after the match. If you win, you earn 10 EXP. (!F)
    181 - vs. UDX's Senshi Clones Hazard 1 - Sailor Spark Jupiter takes a random combatant behind a curtain and... CENSORED. They come out with Paralysis, Confusion, and Seizure (the former two for 41 ticks).
    182 - vs. Sailor Hard Venus - Eats the last combatant to move. MIA for 31 ticks; if a blue mage, they learn Lunch Time.
    183 - vs. UDX's Senshi Clones Hazard 2 - Mercy! The boss has mercy on the heroes, and casts Phoenix. All downed allies are revived with half HP. (!F)
    184 - vs. Vile MkIII - The boss gets a huge mech. The mech can absorb 120 HP worth of damage, and it has infinite MP, but cannot be healed. It also gets innate Final Strike. (!F)
    185 - vs. Neo-Kamek's Angels - All bosses become female, but receive all Traveler skills! Also, if there are less than 4 bosses, add random bosses from the /girls script until there are 4. If you're lucky, you may be able to force me to ref bomb before you get slaughtered. :D (!F)
    186 - <H_Cuz> What if you use vitalsawhiteboy on Tiz? <:O <H_Cuz> Tiz isn't a white boy <:O <Neo-Kamek> Then Kammy suffers a #-1 fatal exception and mkicks the channel. <Neo-Kamek> Then she goes ballistic on ChanServ. <H_Cuz> Woo! :D - Kammy goes ballistic on the channel, damaging all combatants for 10-60 HP each.
    187 - EXP whores! You will get nothing from me! >:O - The two fighters with the most EXP lose five. (!F)
    188 - vs. Surge - For the remainder of the battle, everything anyone does gets a wild surge tacked on. (!F)
    189 - <Knight_Gem> Is it safe? - Flip a coin for each fighter; if heads, they go insane as Dan repeats this line over and over again. Permanent, incurable confusion ensues!
    190 - vs. Max300 - The last fighter to move takes 300 damage, ignoring critical.
    191 - vs. Ifrit & Shiva Hazard 1 - Ifrit attacks the bosses; Shiva attacks the heroes (assume 50 MAtk for each).
    192 - vs. Ifrit & Shiva Hazard 2 - SSLRranma makes fun of the bosses for being "useless without magic". The ref decides to prove him wrong. Any fighters who are mute or have no MP get +300 attack and defense.
    193 - vs. Grim the Necromancer - Grim fully revives all dead fighters. ... As bosses. (!F)
    194 - [22:43] <Cyan_Garamonde> Help me. :( [22:43] <Cyan_Garamonde> I'm delicious and nutritious. - Spawn Neo-Kamek's Wayside School Hazard 2.
    195 - vs. the Hazard Scripts - Spawn one of HC's hazards, one of Neo-Kamek's, and one of Incardine's. Unlike most guest hazards, they DO NOT roll their own.
    196 - vs. Duke - All fighters take .33 HP damage.
    197 - vs. the VGMax Cast - [21:10] <KamekTheRef> -=- We are NOT using a "Loser strips" rule >:O -=- - Next combatant to get KO'ed becomes Embarrassed.
    198 - [19:24] <Vanjii> *tackles H to the ground* [19:25] * H_Cuz dodges and Vanjii flies into a blender. - The next fighter to miss an attack flies into a blender. 100 damage ignoring critical.
    199 - Chaos Blade + Your Mom = ??? - The severed head of YOUR MOM is added to the arena items. If a hero grabs it, and any bosses have hidden stats, they become un-hidden. ([IU])
    200 - vs. Landstander Ryan - Spawn BOTVGH hazard 22.
    201 - [19:10] * H_Cuz ponders making a Jes class... but decides against it. - The last fighter to move has his/her class changed to JES. Indefinite Slow, but increased attack power and accuracy and the "hump man-pigs" ability; otherwise, stay with current stats/abilities.
    202 - [20:31] <Neo-Kamek> ••• Neo-Kamek status: Errors: 10 ••• [20:31] <Tamao_Mitsurugi> If you reach 15 do we get to tar and feather you? :O - A Ref Error Counter is implemented. If it reaches 15, the ref is tarred and feathered. This causes various glitches and script errors. (!F)
    203 - vs. the FF5 Team - Interruptions hazard! All bosses become allies against Butz, Lenna, Faris, and Galuf, all of whom have 999 HP, 250 MP, 13 speed, and all Traveler skills. (!F)
    204 - vs. Team VGMax - Fighters kept attacking MIA/Airborne/otherwise unhittable fighters. In a crappy attempt to replicate that effect, the ref no longer shows status changes; only he knows who has what status. Also, status is measured in turns instead of ticks. (!F)
    205 - vs. Yuka/Chiho/Jun - The guest hazards debacle... no guest hazards may be spawned for the rest of the match. (!F)
    206 - vs. Mikoto & Mokuren - Tempers flare, egos inflate, and the hazard bar becomes a ref bomb bar. Initialize at 666, increase by 10d10. (!F)
    207 - vs. Too Many Kameks - Spawn three of Neo-Kamek's DDR hazards.
    208 - [22:16] <Neo-Kamek> Confuser: poison to all [22:16] <Tatsuko> Confuser doesn't poison. >:O - Or does it? All status effects become random for the rest of the battle. (!F)
    209 - vs. the Robot Masters, Endurance-style - One random fighter's job class becomes "Cow? o.o" S/he gains the Crash Land ability, but retains original stats and abilities.
    210 - vs. the Robot Masters Hazard 2 - In his/her confusion, Wombling Pikachu casts X-Zone (yes, THAT X-Zone) on a random fighter. 25% chance of sneeze.
    211 - vs. the Ura Buto Satsujin refs - ...Oh hell no, I am SO not starting with this. Reroll the hazard, unless the ref feels like causing a lot of pain in a short period of time.
    212 - vs. the Sphinx - EXP whores rejoice! On someone's turn, they may attempt to answer a trivia question from the Sphinx. Answer the question correctly, and you score big EXP; answer wrong, though, and you take 50 damage ignoring critical. The questions WILL BE HARD. (!F)
    213 - <H_Cuz> So can I call you Gay_Butthole for short? :O - One random combatant is /replace-d by Gay_Butthole. You may change nicks if you want.
    214 - vs. Fuzzy - The thing from Yoshi's Island. Add it to the bosses with 200 HP, 0 MP, and 10 speed. It confuses people on its turn with 100% accuracy, and also confuses anyone who touches it. (!F)
    215 - Ansem - ........ RAR ANGST SPAWN BOTVGH HAZARD 5
    216 - <Neo-Kamek> (Genie) YOU HAVE DESECRATED THE SPIRIT OF THE LAMP <Neo-Kamek> (Genie) NOW PREPARE TO FACE THE CONSEQUENCES - Marril7 assrapes the majik genie, and the genie blasts M7 away with a lightning bolt. Everyone rejoices, and recovers 30 HP.
    217 - Flying Shin Akuma :O - No matter where you go, you can't escape from Shin Akuma! >:O Critical rule off, bosses become allies, 2000 HP and MP, 21 speed, Auto-Haste and Lancer Multijump. (That last bit was WP's idea. Flame him, not me.) (!F)
    218 - vs. Belcha - A Knik-Knak joins the bosses (50 HP, 50 MP). When you KO it, it's added to arena items; you can then throw it at an enemy for 150 HP damage. (!F)
    219 - [22:37] <KamekTheRef> -=- YOU GOT A BEAR COIN -=- [22:37] <KamekTheRef> -=- YOU CAN BUY... UM... SOMETHING WITH THIS -=- - One random fighter gets a Bear Coin, which s/he can use to bribe the ref ONCE or buy three random items. (1 use)
    220 - vs. Giga Baby Bowser - Add Giga Baby Bowser to the bosses. 1000 HP, 0 MP, and 8 speed. It will charge three times then destroy the arena floor, instantly KO'ing all heroes. If you deal 40 or more damage in one hit, you can halt his charge and force him to start over. (!F)
    221 - vs. Revenge of the Hazards - MUGEN Kamek (whose hazard beat Shin Akuma; stats 150/2000/11) and Nu (whose hazard beat Sailor Hard Venus; stats 500/0/9) join the bosses! >:D (!F)
    222 - The Op Debacle - WP used MAD OP SKILLZ to avoid bans, and got deopped as a result. Any fighters with ops take 30 HP damage. This includes ref-controlled bosses.
    223 - [21:47] <Goshi> NEXT BATTLE WE SHOULD CUMMON YOUR MOM. - Not touchin' that one with a ten foot pole. Reroll.
    224 - vs. Surge: Rematch - The ref picks a word, and does not tell anyone what it is. Whenever anyone says that word, a wild surge occurs! (!F)
    225 - vs. Neo-Kamek's Berserkers - A Berserker Mage is added to the fight (flip a coin, if heads it's a hero, if tails it's a boss). Every turn it gets, it casts a random black/white/blue/time/summon magic spell. Their spells are prone to surging. (Berserker stats.)
    226 - [20:22] <KamekTheRef> -=- From now on, accusing a boss, battle, enemy, or foe of being a joker is punishable by EXP loss -=- - 'Nuff said. (!F)
    227 - vs. Drecker, Dubya, Robo, Gyro Man, and Bomberman - All combatants become Wild. (!F)
    228 - [11:52] * The_Silent_Strider dreams of Zelda as a 90 year old naked chick - Now that's just wrong... three fighters start getting mental images and go into Seizures.
    229 - [04:43] <Diskmaster> (Mayor) I do. You need to retrieve the Red stone of Fire from the Cave of stupid goombas that bite your groins. - The last combatant to move is bitten in the groin by a Goomba, causing physical damage (120 Atk) and Paralysis (41 ticks). (!J) (!D)
    230 - [18:40] <Diskmaster> Diskmaster WRATH OF HCUZ OPTION AVAILABLE. - One fighter gains the ability to summon one Ref's Choice hazard, out of turn, by typing !wrath. I advise against it if you're already winning, though.
    231 - [23:47] <H_Cuz> [[Madougu Master Dan]] joins the battle! [23:47] <H_Cuz> HP: 1 [23:47] <H_Cuz> MP: 0 [23:47] <H_Cuz> Job Class: Cannon fodder <:O - Late entries permitted; new entries get 6 HP, 0 MP, and 0 speed. (!F)
    232 - [14:31] <H_Cuz> <H Cuz> Zzz... Turn... who was the bosses again? [14:31] <H_Cuz> <Jes> Your mom XD [14:31] <H_Cuz> <H Cuz> Right... turn, your mom... [14:31] <H_Cuz> <Combatants> o.o;;; - The ref is tired, and the boss's name is changed to YOUR MOM. (!F)
    233 - Turnout Theft - HC needs a gimmick to get more turnout! Count up all the heroes (do not count ref-controlled characters, or heroes who left), and award that much EXP to all fighters. (!F)
    234 - [20:52] <H_Cuz> <H Cuz> OK, I'm hosting at 8 on Tuesday. [20:52] <H_Cuz> -=- TUESDAY... -=- [20:52] <H_Cuz> <H Cuz> I need a nap, BRB. [20:52] <H_Cuz> <CY> NK HOST >:O [20:52] <H_Cuz> <WP> NK HOST >:O [20:52] <H_Cuz> <NK> OK :O *big boss battle* - One unlucky fighter loses 5 to 10 EXP. (!F)
    235 - vs. the Girls in Green - Roll 1d3. If 1, add Rydia to the bosses (250/600/9, Caller); if 2, add Cammy (400/SuperMeter/12, Street Fighter); if 3, add Kero-Chan (400/0/6, NetNavi operator) (!F)
    236 - vs. Green Devil - The boss receives a 3-HP Aura. It goes down by 1 each time it's hit, but recovers 1 each time the boss gets a turn. Once broken, it regenerates after 31 ticks. (!F)
    237 - vs. Jes/Marril 7 - The last fighter to move is kickbanned by Jes! 15 HP damage, MIA for 31 ticks, and yes, you are actually banned from the channel until MIA wears off. :P
    238 - WE SHOULD BAN CASUAL CONVERSATION IN BOSSES!!!11 - Ref sets mode +m for the rest of the match. All quiet in the peanut gallery! (!F)
    239 - vs. the Oppositio Senshi - Spawn three of CY's Sailor Moon hazards.
    240 - [20:50] <KtR|Cloaker> -=- The_Silent_Strider attempted to use three status ailments at once! -=- [20:50] <KtR|Cloaker> -=- The_Silent_Strider imploded on himself! -=- [20:51] <Neo-Kamek> ••• I wouldn't try that again, woman >:O ••• - One fighter implodes and is sneezed, but a random enemy gets three random ailments. (!F)
    241 - *** Attempting to rejoin... *** Rejoined channel #BOTVGH_Bosses <Kammy> (H_Cuz) Hi everyone it's me U64, I'me going to go forever, my parents would take me away forever so I'm going on my own terms bye, also I took 30 aspirins... forget me... <H_Cuz> ....WTF * H_Cuz slaughters U64 - Ultima 64 changes one hero's autogreet, and his/her job class. (!F)
    242 - [14:00] * Tom_D shoots a NON MOVING OBJECT >:O [14:00] <H_Cuz> <Non-Moving Object> *dodge* - All Stopped fighters become Invincible until Stop wears off.
    243 - *** Princess_Pikachu is now known as Pruncuss_Pukuchu - It's Klawkat's World of Ruin all over again as a Pikachu vomits on all combatants for three random status ailments each!
    244 - [23:03] <CY|SSBM> YOU TWO LOVBIRDS TAKE IT TO #KATTANDDISKSEX [23:04] <CY|SSBM> OK?! - Everyone go to #Kattanddisksex for free EXP! If Katt and Disk are already in there, making "use" of the channel, ref retires and opens up a skating rink in hell. :) (!F)
    245 - WP and his idleness - The hero with the most idle time receives incurable Slow. (!F)
    246 - vs. Meta-Ridley - The boss bitches at the ref on IM. In response, the ref casts Meteo on all bosses. (!F)
    247 - [14:16] <Tom_D> PRESS 5 IF YOU LIKE NATE :O [14:18] <Kirby003> PRESS 5 IF YOU THINK TOM AND ALL YOU OTHER PEOPLE SHOULD GO SCREW YOURSELVES!!!!! :O [14:18] <Kirby003> 5 [14:18] <Kirby003> 5 [14:18] <Kirby003> 5 [14:18] *** Kirby003 was kicked by H_Cuz (omg 5 lolzor) - The next player to input a 5 is humped by lamers.
    248 - [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] <TarenWanderer> H takes a long time shutting up. O.o - Mute is invalid for the rest of the match. (!F)
    249 - vs. Kenshin Himura - Turnout was 5 people: 3 NetNavis, 1 Geomancer, and 1 black mage. Flip a coin for each hero; if heads, his/her class is changed to NetNavi. No questions asked. (!F)
    250 - [20:07] <TarenWanderer> gee... I wonder whose side H is on... [20:08] <TarenWanderer> could it be *gasp* not ours? [20:08] <KamekTheRef> -=- WARNING -- Accusing the ref of rigging a match could result in the ref being added as a boss. Proceed? -=- - You heard the Magikoopa! >:O (!F)
    251 - [20:49] <Ultima_64> only cheeeeeeeesssssssssseeeeeeeeee can help us now - A big block of rancid month-old cheddar lands on the arena floor. Until the next hazard, any combatant who speaks out loud gets a random status ailment. If you wish, you can pick up the cheese and attempt to use it as a weapon. (1 use)
    252 - [20:42] <Tamao-chan> So do we have a chance in hell? :O - Why not ask the arena guru.... TOAD. Toad will give you a rundown of how well you're doing, and he may divulge some information on how to beat the boss. (!F)
    253 - vs. Mynd - Chadling explodes, taking the heroes' HP to 1, the bosses' HP/MP to full, and setting the bosses' CT to 9999. :D.... On second thought, reroll.
    254 - [16:41] <Ultima_64> OP me Kammy [16:41] *** Ultima_64 was kicked by Kammy (Congratulations, you are kick #1000! <No op begging allowed -- don't make me come over there>) (#1000) - Hurray for kick number 1000! As celebration, the last combatant to take damage learns 100 Needles (see blue magic).
    255 - <H_Cuz> Neo-Neko got fisted. *is stared at* What? <Canadian_Yosheh> ..................... <Canadian_Yosheh> You scare me sometimes. - OMFG dirty joke. A large CENSORED sign lands on all combatants, 20 HP damage. (!D)
    256 - [20:31] <TarenWanderer> .............p33r me. >:D [20:32] <H_Cuz> <Peer> *r3s3ts T4r3n's c0nn3cti0n* - Oh, I'll p33r you all right. The ref casts Peer Bomb! For each fighter, roll 1d10. If the roll is 1, sneeze the combatant; if it's otherwise below 5, add MIA for 31 ticks.
    257 - [22:52] <Tailsrush> Shuriken! [22:53] <Canadian_Yosheh> You don't have any. [22:53] <H_Cuz> -=- No shurikens on hand. Attempt to throw YOUR MOM? -=- - Ninjas etc. may now throw YOUR MOM free of MP cost. However, the effect of this attack has not been verified...
    258 - WaRiOsHaDy's BOTVGH Championship Belt - One random hero gets the aforementioned belt. If he is attacked by another hero, the attacker has a 50% chance of receiving the belt. At the end of the match, win or lose, whoever holds the belt scores 5 EXP. Bosses may not hold the belt. (!F)
    259 - [20:20] <Ultima_64> is there a cheap cheat way to get MP? [20:20] <H_Cuz> Ulty - Press Alt+F4 :O - Press Alt+F4 to recover 50 MP.
    260 - * Diskmaster is calling in the NPA <H_Cuz> ....GAHAHAHAH! <H_Cuz> PERFECT <Diskmaster> H knows about the NPA? <H_Cuz> I know they're infamous spammers and that Vap and Pink are heavy hitters somewhere in there. - Disk calls in three random NPA members! Flip a coin; heads, heroes, tails, bosses.
    261 - [03:30] <WaRiOsHaDy> H is playing mega man, don't bother him, he'll blow your head off - Flip a coin. If heads, spawn a Megaman X hazard; if tails, make it Megaman Battle Network. Either way its effect is doubled.
    262 - Disk's RPG: vs. Zemos - Because of Disk's accuracy system, it's nearly impossible to hit with physical attacks. All accuracy becomes 20. Knights, Monks and the like may want to beg for a Ref's Choice job change. (!F)
    263 - [10:22] <JoeyIndeed> o.o H, should Hazard Man look like a MegaMan villain or something? [10:23] <H_Cuz> Sure. [10:23] <H_Cuz> <Dr. Light> You got Hazard Control! And Rush Jet! [10:23] <H_Cuz> <Megaman> o.o - The last fighter to move gets Hazard Control!.... And Rush Jet!
    264 - [13:53] <Goshi> O.o [13:53] <Goshi> o.O [13:53] * JoeyIndeed pops Goshi's eyes. [13:53] <Goshi> AHH! [13:53] <Goshi> MY EYES! [13:53] <H_Cuz> <Goshi's Eyes> *deflate* - The next combatant to use o.o or any variation thereof has his/her eyes popped for incurable Blindness.
    265 - vs. Life Virus - The boss gets a 50-HP Aura. If destroyed, it regenerates after 31 ticks. (!F)
    266 - vs. Quale - Spawn BOTVGH hazard 29, but the critical rule is disabled.
    267 - Slot Flood! - Everyone's rolling the slots, and Kammy floods off. Neo-Kamek then gets pissed off, so spawn one of his Really Evil hazards. (!F)
    268 - vs. the F-Zero GX Villains - If there are multiple bosses, the one with the most HP becomes immortal (infinite Life 3), and will fully revive UNLESS he is the last boss killed. If there's only one boss, reroll. (!F)
    269 - [19:10] <PrincessVirgo> KESERA. *pokes H with a spoon* [19:11] * H_Cuz dies. - A spoon lands on the arena floor. Is it a mystic spoon with SECRET POWERS?!?!?!... or just an ordinary spoon. Only the ref knows for sure. (Usage varies)
    270 - [19:54] <Neo-Kamek> ~sluts [19:54] <Kammy> Neo-Kamek pulls the slut machine... It explodes in a huge fireball! [19:54] <Neo-Kamek> ......... - Oops. All fighters take 30 HP damage from the explosion, ignoring critical.
    271 - vs. Strago Hazard 1 - One random fighter gets the ultimate FF6 relic combo: Gem Box and Economizer!
    272 - vs. Strago Hazard 2 - All combatants get permanent, incurable Mute (ignoring Safeguard). Sucks to be you! XD (!F)
    273 - * [[Panda_Genma_Saotome]] holds up a sign. "Reraise ME!! :D" - A random spectator gets Life 3. O_o (!F)
    274 - [19:16] <Dr_Destroyo> There should be a sasquatch class [19:17] <Neo-Kamek> There should be a YOURMOM class [19:17] <Dr_Destroyo> :( - Flip a coin. If heads, the last fighter to move has his/her job changed to Sasquatch (Berserker stats). If tails, it's changed to YOURMOM (no effect on stats/abilities). (!F)
    275 - vs. the Deadline V2 - The Silent Strider is added to the heroes as a Geomancer. No matter how you beg or plead, he'll do nothing but summon Triple Trouble (the first two focused). (!F)
    276 - vs. Hazardman: Revenge of 2001 Style - The ref has the option of sending Shin Akuma into battle at any point in battle, if he so desires. (!F)
    277 - <Neo-Kamek> i.e., Sonic Wave F, Ring-Zap 2 U, Snake Egg 2 C, Muramasa K, and Lock On R <Sir_Carter> FUCKR >:O <KtR|HazardMan> -=- PROGRAM ADVANCE: ANAL RAPE -=- - Jes gets those very chips, and anally rapes a random combatant for 50 damage and two status ailments. OH GNOS :O
    278 - [20:17] <Neo-KamektheRef> ••• *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* ••• [20:17] <Neo-KamektheRef> ••• OMG NK IS SWEARING COVER YOUR VIRGIN EARS. ••• - All fighters get 20 seconds to cover their virgin ears. Failure to do so results in Embarrassment.
    279 - <H_Cuz> One of these days I'm going to host against Omega and Shinryuu. XD <H_Cuz> Well... Maybe not AND. That'd be sadistic. - Three guesses where this is going. Omega and Shinryuu join the bosses as Unbeatable Jokers with thousands of HP and MP. (!F)
    280 - * Wombling_Pikachu shoots Joey. >:O <JoeyIndeed> YOU CAN'T KILL ME YOU MORON <JoeyIndeed> YOU'RE HARSH <Wombling_Pikachu> YOU HAVE BEEN NEGLECTFUL YOU MUST DIE * H_Cuz says YOU ARE BOTH LESS DECENT THAN A DANCER'S STATS <JoeyIndeed> <fontsize=50>SHUT UP !</fontsize> - Spawn BOTVGH hazard 19.
    281 - [14:12] <Cless> fg.fadkg *makes a note to kill Inc...nicely* - Aster kills one combatant. Nicely.
    282 - [17:56] <JoeyIndeed> I'd buy Nesshelper in a box just to listen to him and watch him be an idiot. - "Nesshelper-in-a-box" is added to the arena floor. Believe it or not, it can be a useful item. It all depends on how you use it. (1 use)
    283 - [18:23] <Sir_Carter> (Mog) I am the king of DDR! ::buuilding explodes:: - Mog + DDR = 5d2 wild surges, each with random casters and targets. (!F)
    284 - [11:01] <H_Cuz> One of these days I'm going to play FF5, make everyone a black mage, and kick people's asses. :D - Up until the next hazard, all fighters may use all black wizard skills.
    285 - [15:56] * H_Cuz looks over his list of things to do today. Ooh... nap. BBL. - The last fighter to move falls asleep.
    286 - [17:09] <Tizzy> You don't think mines do that? [17:10] <H_Cuz> Mines explode :O [17:10] <H_Cuz> Especially land mines :O - Tiz made a stupid typo, and YOU have to suffer for it. :O Spawn SSBM item hazard 4.
    287 - [20:01] * The_Silent_Strider deletes the moron who thought of 8-bit. - Hey, 8BT rocks. Spawn three consecutive hazards from Neo-Kamek's 8-Bit Theater set.
    288 - [17:37] <Dark_Pen> AHH! MY HALITOS! YES! - OMFG stolen joke. Badly done, too. Dark Pen joins the bosses as a Mimic, but his Mimic has a 50% chance of failing. (!F)
    289 - <Dark_Pen> can i PLEASE be unbanned now? <H_Cuz> -=- Dark_Pen attempted to remedy "Banned" status! -=- <H_Cuz> -=- Dark Pen used 7 MP -=- <H_Cuz> -=- Call H/T -=- <Dark_Pen> heads * H_Cuz flips a coin. TAILS <H_Cuz> -=- Failed -=- - What a loser. Spawn a Dark Pen hazard.
    290 - vs. Plant Brain - A random call script character is held hostage by the boss/bosses! If s/he is KO'ed, the heroes instantly lose. Flip a coin. If heads s/he may take turns despite being imprisoned; if tails, set their speed to zero. They're listed as bosses, but fight on your side. (!F)
    291 - *** Ic3_J35 (fuckyou@=0co7.csystems.net) has joined #botvgh_bosses *** ChanServ sets mode: +b *!*@*.csystems.net *** Ic3_J35 was kicked by ChanServ (You are banned from #botvgh_bosses: Jes walks in the door, and his tremendous weight causes him to crash through the floor. Oh dear.) - Spawn BOTVGH Ha-- *CRASH* never mind.
    292 - vs. Johnny Jones and Instant Pirate - Add 3d3 pirates to the bosses. 25 HP, no MP, 12 speed. (!F)
    293 - <Canadian_Yosheh> NK's no longer obsessed with DDR. :O <H_Cuz> ...Is he obsessed with Worms now? <:O <Wombling_Pikachu> yes. >:O <H_Cuz> W00T <Wombling_Pikachu> ...that's not good. O.o <H_Cuz> Yes it is >:O - Each fighter gets a random Worms weapon. Flip a coin, if heads it's from my Worms 2 script, if tails it's one of NK's World Party items.
    294 - Disk's RM2K-style BOTVGH RPG - Diskmaster uses DiskFlash. 30 HP damage to all combatants, 25% chance each of blindness and confusion.
    295 - <Neo-KamektheRef> ••• *smack* ••• <Neo-KamektheRef> ••• Charlie Nash takes 20 HP damage ••• <Neo-KamektheRef> ••• Charlie Nash is in serious need of medical attention. ••• <Charlie_Nash> Ow. * Charlie_Nash TRANCE!!!!111... oh wait, wrong game - Or is it? The last fighter to take damage achieves Trance immediately!
    296 - vs. Wild Hazardman - Spawn Sailor Moon K hazard 15. However, shell damage ignores critical and increases by 5 on each turn. (!F)
    297 - * The_Silent_Strider ponders Twins and using it ;) <Neo-Kamek> TSS: Twins doesn't summon the Mysidian twins, you pedophile. - Or does it? Palom and Porom join the heroes! (!F)
    298 - vs. the Worms - A crate lands on the arena floor. When collected, roll 1d5. If 1, the crate explodes for 25 HP damage, otherwise the person collecting it gets a random Worms 2 weapon. ([IU], usage varies)
    299 - [20:27] * Shady1 mimics electman [20:28] <KamekTheRef|Worms> -=- Electman -- no such hero. Mimic Kai^? -=- [20:28] <Kai^> ELECTMAN: *Elecman Clone!* [20:28] <Kai^> ELECTMAN: *Throws ballots* - Electman throws ballots at all fighters! Spawn a cheap clone of Megaman Battle Network hazard 12.
    300 - [16:57] <H_Cuz> I once dreamt I was being attacked by a DDR machine. Then I woke up and NK and Inc were hitting me with baseball bats. <:O - If Incardine or NK is playing, they receive Home Run Bats (SSBM Item 7). (!F)
    301 - <Tizzy> Canni kick my clone in the air? <KamekTheRef> Tiz - You can try, but that means you don't focus on the landing and you will get broken into tiny pieces <Tizzy> ... <Tizzy> I'll take my risk. <KamekTheRef> -=- Tizzy missed the arena floor and goes falling into abyss. -=- - All airborne fighters spiral off into the abyss (sneeze).
    302 - [15:37] <H_Cuz> ....AAAAGGGGGHHHH [15:38] <H_Cuz> TSS is trying to bribe me to make him official X_x - Well, I won't make you official, but if you can offer me something good (like an MP3 or a script), you might get EXP in return. The bribery session lasts five minutes. (!F)
    303 - [17:51] <Rnbw{away}> there should be a 'flame master' class XD [17:51] <Rnbw{away}> <FlameMaster> :o SETSUNA! [17:51] <H_Cuz> <Recca> *KILL* [17:51] <H_Cuz> <Enemies> *DIE* - Hanabishi Recca joins the heroes as a Hokage Flame Master with 100 HP, 100 MP, and 15 speed. (!F)
    304 - [19:17] *** WaRiOsHaDy was kicked by Diskmaster (STABBITY STABBITY STABBITY ALL THE LIVE LONG FRAG , 108 Frags) - Enter, Diskmaster. He stabs 6 random fighters, physical damage (assume 65 Atk). (!J) (!D)
    305 - vs. YYY - [20:31] <Neo-Kamek> ••• NO MORE ANALSECHS OR SAKURASECHS OR CHOCOSECHS ••• - The last fighter to make a perverted remark is blasted by Sakura's Shinkuu Hadouken for magic damage (70 MAtk, 25 MP, 3 hits). Yes, I realize the Sakura in question was the CCS Sakura, so shaddup. (!J) (!D)
    306 - vs. KamektheRef - All hazards from here on out summon extra bosses into the battle. Interruptions hazards don't count. (!F)
    307 - vs. the Packers and Bears - Brett Favre joins the heroes as an All-Pro Quarterback with 160 HP, 100 MP, and 11 speed. :O (!F)
    308 - That damn Bowser's Castle surge - Every time someone moves, a Thwomp lands on a random fighter. 30 HP damage and a 25% chance of Tiny. (!F)
    309 - [20:15] <Tizzy> Who wants to fight me? For real? [20:16] <H_Cuz> <Nobody> Me. <:O [20:16] <H_Cuz> omfg Nobody wants to fight you :O - Uh... Nobody joins the bosses. <:O And Everybody joins the heroes. :O (Random job classes)
    310 - [23:10] <Tizzy> I need some items.. ._. [23:10] <H_Cuz> Here, have an anvil. [23:10] <H_Cuz> -=- *CLANG* -=- [23:10] <Tizzy> *Dies* [23:10] <H_Cuz> (Laugh track plays) - A random item-less fighter is hit by an anvil. If they survive, they get it as an item.
    311 - vs. Shin Akuma, Neo-Kamek style - Level 3 Hyper Combo, Tenma Gou Zankuu! All heroes take 80 HP damage ignoring critical!! (!D) (!F)
    312 - vs. HazardGirl - Spawn DDR hazard 41. With 5x effect. OMFG TEH HORER... or is that WHORER? (!F)
    313 - [21:13] <H_Cuz> Hell, just make it a combination Nightmare World/Strider's Mind match and be done with it. [21:13] <H_Cuz> (Hazard Mania, all hazards triple trouble/really evil, all spells get wild surges) - <All Combatants> NOOOO... (!F)
    314 - [22:38] <KamekTheRef> -=- Kai-Aqualis's speed set to 2.5 -=- [22:39] <Kai-Aqualis> 2.5. XD [22:39] <KamekTheRef> <Snail> *runs circles around Kai* :D [22:39] <KamekTheRef> <Kai-Aqualis> *Still faster than Windows* - One fighter's speed is set to 2.5, but they're still faster than Windows.
    315 - Joke RPGs - The Rock Monster attacks you with the Excalipur. Spawn MUGEN hazard 59, but modify damage accordingly. (!F)
    316 - [19:34] <Sir_Carter> Today in Science class I kept throwing paper airplanes and in a fake Japanese accent kept saying: [19:34] <Sir_Carter> "KAMIKAZE!! BOMB-A DA HARBOR! PEARL HARBOR!" - Carter throws a paper airplane at you for physical damage (20 Atk). (!D)
    317 - The /sfa3 script - If time and/or availability allows, HC uses the /sfa3 script and then attempts it on the PSX. When he returns, he spawns a ref's choice hazard based on his experience.
    318 - vs. the X-Heroes, NK-style - [20:08] <The_Silent_Strider> Wait... [20:08] <The_Silent_Strider> ONE more coming [20:08] <The_Silent_Strider> A friend of mine... - It was like that for half an hour. This causes the ref to lose what little sanity he has left. Brace yourself. (!F)
    319 - !spaminacan - Goshi's infamous command caused him to flood off many times. ALL fighters must turn remotes off. If I find out that someone didn't, they are penalized twice.
    320 - vs. Hideously Overpowered Boss v2 - TSS casts a random blue magic with an added wild surge on a random combatant. (65 MAtk) If the target is a blue mage, they learn Added Wild Surge and whatever the spell was.
    321 - [15:44] * The_Silent_Strider 's been to a site where they sell women... [15:44] <H_Cuz> o_o [15:44] <TarenWanderer> O.o [15:44] <H_Cuz> Somehow I don't think we'll be seeing that on EBay anytime soon - Ref uses the /girls script. Result is added to the arena floor as an item. O_o;;;
    322 - [16:17] <H_Cuz> I took chemistry. I know what happens when you put two lamers in a test tube together. X_x - And you're about to find out... :O (!F)
    323 - 9/25/2002 - Disk's 21st Birthday Party - Everyone who is also in #botvgh earns 2 EXP. (!F)
    324 - Wild Surge Battle - Anyone who has wild surges rolls one. Spectators included. (!F)
    325 - HC's Birthday Present - The ref gives a package to the last combatant to move. The package is ticking.
    326 - [01:46] * H_Cuz should make FF9-based Frozen and Burned ailments... but that might be too cruel. <:O - Like that's ever stopped me before. One fighter becomes Burned, another becomes frozen. If you don't know what these do, prepare to find out.
    327 - vs. Akki/Kiei - <[[Mouko_Kiei]]> I don't wanna touch the scary box ;-; - Strange items... spawn three item script item hazards.
    328 - Call Script War 2, Electric Boogaloo - Hard Man punches a hole in the arena wall. For the rest of the battle, any fighters may run through the hole and go MIA for up to 50 ticks.
    329 - vs. Pandora's Box - Pandora's Box lands on the arena floor as an item. Open it up to spawn a wild surge on the target of your choice. It's reusable, but cannot be picked up. ([IU]) (!F)
    330 - The EXP Wager - Two fighters are picked at random. After the match, they are given the option of wagering EXP in a one-on-one. You could win or lose big! (!F)
    331 - vs. The Early Bird - A random fighter is targetted (??? status for 11 ticks). When 11 ticks expires, that fighter is pooped on for 100 damage ignoring critical. (!D)
    332 - Zameor - OMG not again. Spawn BOTVGH hazard 5-- wait, it's not Jes? Spawn BOTVGH hazard 31 instead.
    333 - vs. the Son of Sun - The boss becomes invincible, and five flames appear. If you hit the wrong flame, it will cast Firaga in retaliation. If you hit the right one, all five flames will disappear and the battle will proceed normally. (!F)
    334 - <H_Cuz> <Wombling Pikachu> *dies* <H_Cuz> <KtR> CUT! Someone bring out the Auto-Wombling_Pikachu maker! >:O <H_Cuz> -=- Poof. -=- <H_Cuz> <Wombling Pikachu> I LIVE :O - The last combatant to be KOed is brought back by the AUTO-COMBATANT MAKER. If nobody is KO'ed, it affects the next person to be KO'ed.
    335 - [17:05] * Diskmaster considers making a Hentai hazard set. [17:06] <Wombling_Pikachu> do it :O [17:06] <Diskmaster> Everyone WTF? *shoots Disk* [17:06] <H_Cuz> <Jes> I'll help XD [17:06] <Diskmaster> Diskmaster ... STFU - Disk spawns a hentai hazard, blinding all combatants for 31 ticks.
    336 - [20:47] <KtR|SuperMario> -=- *Warning* Arguing with the ref is unwise, proceed? -=- [20:47] <Diskmaster> - *Warning* Disk isn't in the battle. - [20:47] <KtR|SuperMario> -=- *Warning* That doesn't mean I can't nuke your EXP -=- - Yup. (!F)
    337 - vs. Super Mario, Round 3 - The battle goes to hell in a handbasket, and the hazard bar is shortened by 25%. (!F)
    338 - [22:05] <Tizzy> Got a MAGE class for Me? [22:05] <H_Cuz> Yes, Suck Mage :O [22:05] <H_Cuz> 1 in all stats :O - The fighter with the fewest EXP becomes a Suck Mage. Sucks to be you. (!F)
    339 - vs. NekoThief - NekoThief steals the pants of the last combatant to move, causing Embarrassment. (!J) (!D)
    340 - Incardine*RPG, 10/09/02 - Disk can make a bad sex joke out of ANY hazard, or so he says. Ref spawns a random hazard. The first combatant to make a half-decent sex joke out of it recovers half his/her HP and MP and scores 2 EXP.
    341 - The Server Split - All MIA fighters are stranded on Linkline and sneezed.
    342 - vs. Ultros - One random hero is taken hostage (indefinite Stop). All attacks on the enemy have a 50% chance of hitting the hostage instead. The player is released on the boss's next turn. (!F)
    343 - [01:41] <H_Cuz> I have girls coming to my house all the time :O [01:41] <H_Cuz> <Mr. Reality> ...*thwacks HC with an anime mallet of d00m* - One fighter is thwacked with an anime mallet of d00m, and HP/MP is cut in half. (!J)
    344 - [21:03] <H_Cuz> <Lari-Chan> Oh, WP, I thought about you today. <-- *keeps that as blackmail* :O [21:03] <Wombling_Pikachu> :O [21:03] <H_Cuz> (j/k) - The ref gets some incriminating documents against a random combatant. Bribery ensues. (!F)
    345 - [01:11] * Setzer_The_Gambler lays the phoenix esper over HCes heart [01:11] <Setzer_The_Gambler> YOUR REVIVED! [01:11] <H_Cuz> Yay! [01:12] * H_Cuz is revived for 5 minutes so he can give a dying speech a la Rachel. :O - One random dead fighter is revived, but only for 15 ticks.
    346 - vs. Stephen and Dawn - One fighter is blasted with a Demerit Beam for magic damage ignoring critical (assume 15 MP, 70 MAtk).
    347 - the Reversal Wild Surge - The effects of all hazards and wild surges are reversed. (!F)
    348 - Incardine's RPG - vs. GutsMan - One random boss falls asleep, and Agent Geronimo joins the heroes as a Geomancer. (!F)
    349 - [20:25] <Dr_Yosheh> Does bugging the ref cause a wild surge? :O [20:26] <H_Cuz> Bugging the ref causes an instant KO and 500 EXP loss [20:26] <Neo-Kamek> what H said. - No comment needed, ne? (!F)
    350 - vs. Surge: Hazard Fest - The next player to be sneezed is brought back with full HP/MP, and may even change job classes. (Essentially, instant rejoin.)
    351 - [15:19] <Tom_D> UDX is too stupid to die. - One random fighter becomes too stupid to die, and cannot be KOed. However, s/he can still be defeated via sneeze or Petrify.
    352 - vs. Team FF9 - Air Shoyru raped a corpse and Kim stole the clothes off of Dagger post-KO. All fighters get incurable Blindness, and the last fighter to move gets three status ailments.
    353 - vs. Team Uruha Kurenai - SSLRranma's nick changing caused major script glitches. Any combatant who changes nicks gets penalized.
    354 - #markiors didn't like Hazard 244 - Disk sees hazard 244 and threatens to delete BOTVGH. In response, the ref spawns FIVE really evil hazards, all focused on one unlucky combatant. (!F)
    355 - Free Vaporeon Hentai - If this hazard comes up, Nintendo Castle Josh is an idiot. If not, he's still an idiot.
    356 - [21:17] <KamekTheRef> -=- Warning: Having multiple geomancers could cause bosses to have previously-unheard of HP/MP values -=- - Tweedledum and Tweedledumber join the heroes as Geomancers, but the boss's HP and MP increases to insanely high levels. (!F)
    357 - [16:32] <JoeyIndeed> Disk steals toys, food, and lollipops. - And either a random item, or 20 MP from the fighter with the most MP.
    358 - [18:20] * H_Cuz uses the PharaohMan chip. PharaohMan drops a big blue block into the arena. Great. -_- - Just that happens. You might be able to kick the block into an enemy for 30 damage and Stop for 11 ticks, though. (1 use)
    359 - <The_Silent_Strider> Hey, gotta have the iron in my diet! It certainly was a... STEEL! * The_Silent_Strider shot. Repeatedly. <H_Cuz> <Robot Masters> HA HA HA HA HA HA HA HA HA <H_Cuz> <Quickman> (I don't even think that one was supposed to be funny...) - OMFG bad joke. Mr. Big Shoe lands on all fighters, 20 HP damage. (!D)
    360 - * H_Cuz drops a very large ASS ARMOR on Tom <Tom_D> OH GOD THE PAIN <H_Cuz> ...And it's used ass armor. <H_Cuz> Jes used it :O <Tom_D> OH GOD THE SME-- *die* - Some ass armor falls on a random fighter for 15 HP damage. Flip a coin; if heads, it's USED ass armor, and the combatant suffers a random status ailment as well. (!D)
    361 - <H_Cuz> I wanna dress as Quina and go trick-or-treating. <H_Cuz> It'd be great. <H_Cuz> *knock knock* <H_Cuz> <H Cuz as Quina> You give tasty tasties :D <PCS|PagerOn> XD <Air_Shoyru> yay tasties - HC as Quina demands tasty tasties! Failure to comply will result in "Quina" casting random blue magic on you.
    362 - vs. Jerk-O-Lantern - Jerk-O-Lantern joins the bosses with 999999 HP, no MP, 13 speed, all stats way up, and innate Safeguard and ??? status. If you were here on 10/31/02 you know what to do. If not... well... heh. (!F)
    363 - <H_Cuz> <Everyone> *is already a Robot Master :OOO* <H_Cuz> <KtR> SYGJSDJFSW <H_Cuz> <KtR> *changes all your job classes to Robot Master Bates* >:O <H_Cuz> <WS> OMG MASTURBATES XD XD XD XD - All Robot Masters have their jobs changed to Robot Master Bates. If WaRiOsHaDy is around, he's thwacked in the head. (!F)
    364 - [00:38] <H_Cuz> ANYTHING can be reflected by... [00:38] <H_Cuz> -=- THE REF BARRIER (patent pending) -=- - All combatants get permanent Reflect. A ref barrier it ain't, but it'll do.
    365 - [00:46] * Ebil` calls forth a random hazard! "Tehehe!" It's: 7. Naruto - Naruto - Harem No Jutsu - Arena filled with naked sexy girls. O_o [00:46] <H_Cuz> <All Male Fighters> Yay! *explode* - Yup. If there are NO females around to survive this hazard, reroll.
    366 - vs. Shit - Crud Vapors! A random fighter gets four status ailments.
    367 - [02:36] * Sailor_Jupiter heal ball. :O [02:36] <Neo-KamektheRef> ••• HEAL BALL -- 0 MP -- a baseball whacks you in the head for misspelling BELL. 50 damage ••• - Just that happens.
    368 - [10:30] <Sir_Carter> I am starting petition [10:30] <Sir_Carter> The petition to smash NH's head with a sledgehammer and urinate on his computer. - The first fighter to sign the petition gets 3 EXP, three status boosts and three random items.
    369 - vs. Wild Hazardman (November edition) - Hazards are replaced with wild surges, and vice versa. (!F)
    370 - vs. Diskmaster (November 2002, Disk*RPG) - Diskmaster uses a Scape Doll on a random boss, giving them infinite Life 3. You'll need to defeat them some other way. (!F)
    371 - [19:34] <KammytheRef> Turn order: Tom_D Tom_D Tom_D Tom_D Tom_D - The last fighter to move has his/her CT set to 500. This enables multiple consecutive turns, and also fucks with the turn order script. :D
    372 - vs. Paranoia Survivor - The boss's speed increases by 1d3 every turn it gets. (!F)
    373 - vs. Tantarian - The ref messes up, causing Hilgagars the ogre-on-crack to appear, and devour one fighter.
    374 - vs. KamekTheRef's Pet - A Grand Dragon appears and casts Thundaga on the fighter with the most HP (200 MAtk).
    375 - vs. EZBoard - EZboard joins the bosses with indefinite Slow. Luckily for you, it will rarely if ever get turns, and if it does get to move, it will probably crash anyway. (!F)
    376 - The Whoring Arena - KamekTheProfessor (alias KtP) joins the heroes as a Blue Magic Professor, and Jes joins the bosses as an Idiot with infinite Life3 (you can kill him repeatedly for 1 EXP per KO). A Portable Hole also appears in the arena (Neo-Kamek's Really Cool Hazard 10). (!F)
    377 - The !useap flood - The last fighter to move gets +20 to all stats except speed, and +2 to speed, but takes 35 HP damage, gets two status ailments, and is kicked out of the channel.
    378 - [20:21] <Lari-Chan> OH NO. I JUST REALIZED THIS IS A BB. - Upon realizing this, Lari flees the channel, but not before taking all the items from the arena floor. (!F)
    379 - [20:29] <Diskmaster> Wombling Pikachu I'm FUCKING FAST. [20:29] <H_Cuz> No, he's FUCKING YOUR MOM. [20:29] <Wombling_Pikachu> don't you dare. <:O [20:29] <H_Cuz> OOOOHHH. [20:29] <Wombling_Pikachu> SHUT UP H - One random fighter becomes fucking fast. Set speed to 20.
    380 - vs. Tantarian, Rematch - Pick 5 random fighters (repeats allowed) and give all of them Death Sentences.
    381 - vs. Evil Blah - Spawn NK's Demented Cartoon Movie hazard 1, and add three henchblahs to the bosses (random job classes). Lucky for you, Super Blah joins the heroes as a Traveler. :O (!F)
    382 - [20:47] <Super_Blah> Man, you need to think these battles out before you start 'em >:O [20:47] <Neo-KamektheRef> I did. [20:48] <Neo-KamektheRef> However [20:48] <Neo-KamektheRef> I forgot how you're supposed to win :/ [20:48] <Super_Blah> ... - <Insert unbeatable joker here> (!F)
    383 - vs. Midas Man - KtR ignored Neo-Kamek's warnings about this guy, and now Midas Man has turned the ref into gold! If you want any hope of winning, you'll have to cure KtR or find another character to replace him. In the meantime, the Ref Control Panel is added to the arena items. Other people MAY attempt to use the RCP. (!F)
    384 - [23:04] <H_Cuz> -=- WARNING: Using skills you don't know is grounds for your head exploding -=- - I LIKE PIE. (!F)
    385 - Fun with the Ref Control Panel - H Cuz tips over the Ref Control Panel, damaging it. The battle is about to get very weird very fast... (!F)
    386 - [03:07] <Kai^> You should make a Team Rocket class. >:O [03:08] <H_Cuz> -=- TEAM ROCKET. Special Skills: Hole Driller, Hole Driller Attack, Mighty Hole Driller Guard, Hole Driller Item Yoink -=- - One fighter has his/her job class changed to Team Rocket.
    387 - Canadian Yosheh vs. 850 Life Man - The arena barrier goes down, and H Cuz runs into the arena. He's pretty harmless, but every now and then he might decide to hit someone. He especially likes hitting people with 1 HP left. :O (!F)
    388 - vs. ??? - One random fighter receives ??? status. Every time s/he is hit, a wild surge will be spawned, focused on that fighter. (!F)
    389 - The FF6 Glitch Goes Arena - Thanks to one of NK's surges, a random hero sketches Gau and has infinite Dirks added to his/her inventory. If the target can throw/combine items this is useful, otherwise... -=- TOO BAD!!!!111 LOLxz -=- (!F)
    390 - vs. the Ref Control Panel - A tranced witch doctor uses Voodoo Dance, and all fighters get three status boosts!
    391 - vs. the Dentist - Up until the next hazard, all successful physical attacks will also induce Seizures.
    392 - <NekoIncardine> ~secondary White Stuff. <Ghalzilla> ...Ew. - Insert Buck Cake joke here. NekoIncardine uses... White Stuff... to cure a random fighter. Recover 35 HP, but add Embarrassment. (!J) (!D)
    393 - vs. Meta-Knight - A sword appears on the arena floor! The first fighter to pick it up has his/her job class changed to General.
    394 - vs. Carbon/Diamond Dog - One boss receives a power shield for 41 ticks. If s/he takes physical damage, s/he will retaliate immediately for half the damage taken. (!F)
    395 - vs. Yaridovich, Mack, and Hammer Brother - Talk about overpowered. Yaridovich joins the bosses with 2000 HP and MP, 200 to all stats, 18 speed, and Safeguard. Also, all Interruptions hazards become 10x as powerful, so they can't save you. (!F)
    396 - <UDX> Technically, I'd rather battle Dark Falz <H_Cuz> UDX - OK, but since I have no idea who that is, he'll have 99999 in every stat - Ref adds Dark Falz to the bosses. He has 99999 in every stat. Wuss penalty removed. (!F)
    397 - vs. Master Hand & Crazy Hand - Late entries open, but if anyone joins, a clone of the boss appears and is fully healed to boot.
    398 - Soapdish - It's that time again! Time to spawn BOTVGH hazard 5!
    399 - vs. Ozma - If the battle has lasted at least one hour real-time, the ref speeds things up by spawning BOTVGH hazard 7. Otherwise, Ozma casts Curse (Final Fantasy hazard 43).
    400 - Neo-Kamek's Final Challenge - Interruptions hazard! Kamek challenges all combatants as a Final Challenge with 2000 HP, 5000 MP, massive MAtk, a Safeguard, and immunity to instant death. Also, remove the hazard gauge. (!F)
    401 - vs. Six Generic Villains - CY tranced, but was dragged AFK immediately. If anyone is in Trance, send them MIA until it expires, otherwise reroll.
    402 - vs. Kishal Hazard 1 - The last fighter to move has his/her Atk, Def, MAtk, MDef, Acc, Evade, and Speed all set to fluctuate between half and double their original value. (!F)
    403 - vs. Kishal Hazard 2 - A random fighter receives Float and A-Fire. You're beefed up now! :O
    404 - [17:55] <H_Cuz> You know a site really sucks when it gives you "Page Not Found" and still spawns a shitload of popup ads. - 404 HAZARD NOT FOUND... but spawn ATHF hazard 14.
    405 - vs. Haz2 - Roll for another hazard. If it's based off a character, add that character to the bosses. If it's an item, a random boss receives it. Otherwise, carry it out as normal. (!F)
    406 - vs. Kuroki Kaze - Some of the heroes took too long to take their turns. That, among other things, led to a ref bomb. From now on, all fighters have 60 seconds to take their turns. (!F)
    407 - vs. Necron - Spawn Final Fantasy hazard 45 (Grand Cross).
    408 - <The_Silent_Strider> And if I saw someone do that, I'd boost HP to constipate. <Ben-San> .."boost HP to constipate" is the greatest BB strategy EVAR. <Ben-San> "The dragon swallows you whole!" "I'll increase my HP to block its digestive tract!" - A random boss recovers 100 HP or 20% of its max (whichever is less), but becomes constipated. (!F)
    409 - vs. Robo-Ky(s) - A random boss becomes immune to everything but either physical attacks or magic. Flip a coin; if heads, phys, if tails, magic. The effect lasts 21 ticks. (!F)
    410 - vs. Zombie Jesus - The fighter with the highest Atk power is automatically equipped with Boots of Mercury and a Hammer (item hazards 17 and 53) for much destructive power!
    411 - vs. Megaman.EXE - The ref brings up his MMBN2 chip folder and rolls 1d30 to pick one, then uses it on a random combatant at full damage.
    412 - vs. the Navis of MMBN2's WWW - The combatants changed names so many times, one person was sneezed in the confusion. Result: pissed ref. ANY fighters who have changed nicks are sneezed.
    413 - vs. Boss I-No - I-No uses Megalomania on the last fighter to move. Drop HP to 1 (ignore metal status) and if the fighter has an Aura, break it as well.
    414 - vs. Team FF5 II - The heroes got insanely lucky with chip draws, hazards, and the like. A random hero is credited with one free casting of Meteo. (!F)
    415 - vs. Megaman EXE, Protoman EXE, and Bass EXE, the Rematch - The NetNavi/Robot Master trance skill changes to HubStyle for the remainder of the battle. All battle chip effects are tripled, but HP and max HP are halved. (!F)
    416 - vs. Strider the SuperNavi - Flare + DynaWave = FlareWave! Pick one fighter, drop any auras they may have, then thwack them with Flare for 100-200 damage. If they had no aura, make it 150-250. (!J)
    417 - vs. Knife Guy & Grate Guy, the Rematch - White Mages/Wizards become mute indefinitely. However, unless the ref is feeling particularly mean, they will be allowed to change job class. (If no white mages are playing, reroll.)
    418 - vs. Gold Dizzy - A wild surge added a Sealion to the bosses, which completely changed the nature of the battle. Cast Aqua Breath on all combatants (32 MP, assume 70 MAtk); blue mages learn the spell.
    419 - Dig Mans - Yes, straight from Ben's arcade, it's the Dig Mans machine (which was originally BOMB HAT SHOOT until Tom fucked it up). Flip a coin. If heads, the last player to move FALLS IN LAND MANES for 25 HP damage. If tails, s/he gets the MONEYS and 2 EXP.
    420 - BOMB HAT SHOOT <omo> <omo> <omo> - ALL BOMB HATS ARE SHOOT AND YOU ARE BRAVER HERO! All heroes score 5 EXP. (!F)
    421 - July 29, 2003 - OMG NEO-KAMEK CAME BACK!!!!!!1111one Bring all MIA fighters back to the battlefield, and even sneezed fighters get a chance to rejoin.
    422 - [Wed Jul 30 2003] [09:48:59] <Ben-San> I can be female! ^_~ - And so can YOU! One random male has his job class changed to V.G. Fighter.
    423 - vs. Dezolis Penguin (Incardine*BB) - The Dezolis Penguin appears. Aww, it's so cuuute--*RAGING DEMON!* One fighter takes 100 HP damage, not to ignore critical. (!J)
    424 - vs. KingMan.EXE - This fight never happened. Trust me. Reroll. Or else the ref explodes again.
    425 - vs. Melfice - The Horn of Valmar takes possession of the last hero to cause damage, making him/her a boss. (!F)
    426 - vs. Master Carter - Automatically busted any Auras the heroes erected. From now on, no Auras may be put up, and any existing auras are SMAAAAAAHHHHed.
    427 - vs. FlamMan.EXE - HAPPY BIRTHDAY VIRGO!! If it's anyone's birthday, a random boss is squashed by the BIGGEST CAKE EVAR for 9999 HP damage ignoring critical. Otherwise, nothing happens. (!F)
    428 - vs. Virgo's Original Characters - DIGLETT SODOMY BOMB!!!!!111 Roll 1d5. If 1, kill off everyone except for two heroes and one boss; otherwise reroll. (!J) (!F)
    429 - [12:24:54] <Tizzy> What's a Tifa? - See Bosses History hazard 45.
    430 - vs. Serenade - Serenade flashes a random male fighter, causing Charm for 41 ticks.
    431 - vs. Skeith Hazard 1 - OMFG data drain. One unlucky fighter gets hit with almost every bad status in the book.
    432 - vs. Skeith Hazard 2 - A control panel glitch removes the Ref Barrier, and KtR is Data Drained. The RCP generates a random call script character to become the new ref. (!F)
    433 - vs. Ghaleon - All hazards are replaced with wild surges. Blame Tizzy, and let the flame war begin. (!F)
    434 - vs. LOOPAWN! - Lupin the III, master thief, enters the arena and steals all items held by anyone (as well as all items on the arena floor). He even steals chips/spells from Navis, which must be replaced. Bypass Maintenance; Lupin is THAT GOOD. (!J)
    435 - vs. Zorn & Thorn - Pick a random fighter. If male, he gets a woody (Clow Card "The Wood", NK's system). If female, a woody and two balls (SSBM Items 19 and 20).
    436 - vs. Kirby Minibosses Rumble! - Chef Kawasaki tosses delicious treats into the arena! Spawn five Gourmet Race hazards!
    437 - vs. Street Fighter Endurance - M. Bison uses his powers of BWAHA. The fighter with the least MDef takes magic damage (Assume 80 MAtk and 15 MP). (!J) (!D)
    438 - vs. Doppelganger Man - Hee hee hee! The boss gets to choose one hero, and s/he may use that fighter's skills for the remainder of battle. (!F)
    439 - vs. Atmos - Until the next hazard, the ref flips a coin after every turn. On heads, cast Comet on a random fighter for 50-80 HP damage. (!F)
    440 - vs. Millenia - Despite warnings from the ref, Sean Kelly uses a massive nuke. 50 MP, 50 MAtk, all fighters. (!F)
    441 - vs. DJ Croft - MechaCrash spawns 15 wild surges. The original spell is picked randomly and the boss is the target. (!F)
    442 - vs. Kamek Halloween-style - Kamek summons up a Stalfos from the dead. It joins the bosses with Necromancer stats. (!F)
    443 - vs. Judgemaster Cid Hazard 1 - The ref rolls 1d4 and spawns that many "laws" to be put into effect. Violate any law once, and you'll receive a Yellow Card (meaning your post-fight EXP is reduced). Repeat violations will result in a Red Card and an ejection. (!F)
    444 - vs. Judgemaster Cid Hazard 2 - SSLRranma combines the Forbidden Scroll with a Beam Sword, and chaos ensues. Spawn two Interruptions Hazards, combine them, and unleash the result on the arena. (!F)
    445 - vs. Clan SuparKlan - The bosses get a lot more aggressive and a lot more dangerous! No holds barred, now. If the boss has 999 or more MP, you might want to rasp them FAST! (If it's a guest boss, reroll.) (!F)
    446 - vs. Agrias - Power outage occurs. Ref blows a fuse. Hazard Bar maximum is set to half of its initial value. (!F)
    447 - vs. Wild Turkey - A wild surge forces a switch; one random hero and one random boss swap places! (!F)
    448 - [09:20] <Wombling_Pikachu> gotta love the threepeating. - All fighters must now announce their moves THREE times for there to be any effect. This lasts until the next hazard.
    449 - vs. Agrias Retry - Stasis Sword. A random fighter takes physical damage (assume 220 Atk) and a coin is flipped. If heads, add Stop for 21 ticks.
    450 - vs. Ragemaster Hazard 1 - OMFG TENMA GOU ZANKUU!!!111 Spawn Bosses History 311.
    451 - vs. Ragemaster Hazard 2 - The ref forgot to add the boss's safeguard! If any bosses have innate safeguards, get rid of them, but restore them at the next natural hazard. (!F)
    452 - vs. Choco and Vanil - The summoner line's Trance changes; Esper now only has a 30% chance of activation. However, the Moogle's Smile success rate goes to 100%. If neither of those classes is playing, reroll. (!F)
    453 - [10:37:07] <H_Cuz> Hurray for the healing powers of shit. <:D - Some shit appears on the arena floor. You can eat it to recover 21 HP... if you really want to eat shit. <:O (1 use, IU OK)
    454 - vs. Ragemaster: Retry - OMFG HAMTARO. Drunken Kamek (CY's hazards) shows up and summons the demonspawn, whose OMFG CUTE-ness gives ALL fighters permanent, incurable, confusion.
    455 - [09:04] <NekoIncardine> There's enough targets for me to pull out my BIG weapon :D - Inc pulls out his BIG weapon. All combatants are blinded for 21 ticks.
    456 - Surge Battle 12/18/03 - The battle becomes NC-17 rated (the reverse of the PG-rated battles). As naked chicks swear gratuitously and hack each other apart with chainsaws, all fighters under the age of 17 are sneezed but get 3 EXP compensation. Also, Embarrassment becomes invalid. (!F)
    457 - vs. Wily's X-Heroes Hazard 1 - A number of summoners call up Odin. Odin uses Zantetsuken. Flip a coin for each fighter; if heads, knock 'em out!
    458 - vs. Wily's X-Heroes Hazard 2 - Interruptions hazard! The X-Heroes, with the Yellow Devil in tow, become the new bosses! Previous bosses, of course, become your allies. Can you defeat yourself? (!F)
    459 - vs. Boo Cuz FF6-style - If ANY boss has 50% HP or lower, it receives Atk/Def/MAtk/MDef Up, Haste, Reflect (all for 41 ticks), and two other random goodstats. (!F)
    460 - [07:03] <H_Cuz> HEY LOOK, A DEAD HORSE, HAND ME THE WHIP GOSHI :O - A whip lands on the arena floor. Sadly, it may only be used on combatants who are already KO'ed, and it doesn't seem to have any effect. :/
    461 - vs. Llednar Twem - The fortune law activates, and one random boss becomes COMPLETELY INVINCIBLE until the next hazard. At that time, Judgemaster Cid nullifies the fortune law. (!F)
    462 - <Canadian_Yosheh> Everytime I see [Firaga] I think it says Viagra. <KamekTheRef> <Vivi> *casts VIRAGA* <KamekTheRef> <Vivi> *Attack Power didn't rise, but something else did* - A random fighter's Atk doesn't rise, but something else does. (Roll 1d7 for a random stat to increase, if it's Atk, reroll.)
    463 - [23:11:44] <Sooper_Caffiene_Cuz> I was bitten by a radioactive coffee bean. :/ - A random fighter is bitten by a radioactive coffee bean, and becomes a CAFFIENE-FUELED SUPERHERO! Haste and Quick, both for 31 ticks.
    464 - vs. Cackletta - The next fighter to move is KO'ed, then revived, then KO'ed again.
    465 - vs. Trash Golem - OMG XYBERSURGE x2. Spawn Bosses History hazard 441, but make it 40 surges!
    466 - [22:16] <Neo-KamektheRef> There's something that cures petrify but i forgot what it was. [22:16] <Neo-KamektheRef> Remedy item [22:16] <Neo-KamektheRef> wait a minute, there is no remedy item [22:16] <Neo-KamektheRef> wtf - A random combatant is Petrified, and the means to cure it doesn't exist.
    467 - * Tizzy moves right twice. <H_Cuz> It's either 2,2 or 2,4 <Neo-KamektheRef> T move from (1,3) to (3,3) <Neo-KamektheRef> (((((( Distance to exit from (3,3) = 1.414214 )))))) <H_Cuz> ... <H_Cuz> -_-; <H_Cuz> It's still either 2,2 or 2,4 - See
    Bosses History hazard 45.
    468 - vs. the Bob-Omb Brigade - All fighters are KO'ed. Then, the ref activates /hpmp2, and everyone's HP and MP are swapped. (!J) (!D) (!F)
    469 - vs. Tutankoopa - A Chomp joins the bosses. It has insane Attack AND Auto-Berserk. (!F)
    470 - vs. Wario - Wario throws three Bob-Ombs at random combatants! Each one deals 30 damage ignoring critical.
    471 - vs. Son of Surge - Spawn
    Bosses History hazard 333. However, instead of Firaga, flames spawn wild surges in retaliation for attacks.
    472 - vs. Birdo & The Big Boo - Palidor sent everyone airborne, and everyone landed on Birdo. Pick a random fighter, and hit him/her with eight physical attacks (each worth 50 Atk). (!J) (!D)
    473 - Bowser's Kastle Mini-Event Hazard 1 - It's time to play "good luck, bad luck"! Spawn two hazards. Focus the first one for the bosses, and the second for the heroes. (If they can't be focused, don't reroll.) (!F)
    474 - Bowser's Kastle Mini-Event Hazard 2 - One word... BLOOPER!! (!F)
    475 - vs. Kamek and Kammy - The fighter with the highest MAtk goes Berserk for 31 ticks.
    476 - vs. Bowser - A random call script character casts Double Wave. Twice. All fighters lose half their maximum HP. (!J) (!F)
    477 - vs. THE 8 GR8 EVALS - Sissy Aquaman uses his BUBBLE RAY OF DEATH! Except... it's not death, it's LIFE! Revive one random hero with half HP. (!F)
    478 - vs. the Many Faces Of Megaman, Hazard 1 - Look at that Dragoon go! In this match, three of EchoAlbarn's multijumps dealt five or more hits. So for the dragoon line of classes, minimum multijumps goes from two to five! (If no dragoons are playing, reroll.) (!F)
    479 - vs. the Many Faces Of Megaman, Hazard 2 - Megaman Volnutt uses the SHINING LASER! 9999 HP damage to the last fighter to move, ignoring critical.
    480 - vs. Cow King Round 2 - Cow King gets in a milk truck and runs over the heroes. However, Relm sketches Cow King and mimes the same attack to damage the bosses! Deal 40 damage to all combatants. (!J) (!D) (!F)
    481 - vs. the Plutonians and the Mooninites - Sneeze one random combatant, then add him/her back into battle at the next hazard. (S/he cannot change job classes.) (!F)
    482 - vs. Mooninites Revenge - Add the Foreigner Belt to the arena items. Its powers are linked to the '70s "supergroup", Foreigner. Songs may not be repeated, and the belt disappears after three songs. (3 uses)
    483 - vs. the Universal Remote - It's the triumphant return of Morph status! The fighter with the highest MP maximum gets a full refill and Morph status.
    484 - vs. Team Outlaw - Add five outlaws to the bosses. (!F)
    485 - vs. Monday-Tuesday-Wednesday-Thursday-Friday-Saturday-Sunday - The Sun-Dried Tomatoes From The Broodwich are added to the arena items. Hint: Don't touch them. ([IU]) (!F)
    486 - vs.... uh... Falco - The grand debut of the Magic Sword skill! Pick a random fighter and roll 20d2. That fighter gets a Magic Sword charge worth that much MP, and they can use it for a Magic Sword attack regardless of job class. (However, the charge cannot be enhanced unless the target knows Magic Sword.)
    487 - vs. Dr. Wily's Big Honking Ship - Spawn an interruptions hazard. However, if the interruption is defeated, the previous boss reclaims his post as an enemy, and the battle continues! (!F)
    488 - vs. Golbez and Summons - Spawn a random summon. The resulting creature joins the bosses with 300 HP, 100 MAtk, and 15 speed. Every turn it gets, it uses its attack. (!F)
    489 - vs. Giant Mecha Killer Bee - 3-D Attack. Pick a random boss and roll 1d100. If it's 30 or below, that boss gets paralyzed, silenced, and turned into an imp. (!F)
    490 - Protect Peach! Mini-Event - Three people join the bosses as random job classes, but they're all Paralyzed and Confused indefinitely. (!F)
    491 - Timer Mini-Event - Hey, paisanos! It's time for an ass-whipping, Mario style! Evil Mario joins the bosses. (!F)
    492 - vs. the Turks - This fight ended way earlier than the ref would have liked, so he sent in Team Tonberry to fuck the heroes up! Spawn Final Fantasy hazard 51.
    493 - Job Class Chaos Mini-Event - Spawn Really Evil Hazard #34. (!F)
    494 - Status Change Chaos Mini-Event - Until the next hazard, all actions will add a random status effect (good or bad) to the target. (!F)
    495 - [20:08:54] <Rumpelstiltzkoopa> There should be a bad stat called Auto-Death [20:09:02] <Rumpelstiltzkoopa> Where if you die and someone tries to revive you, you die again :D - A random combatant gets Auto-Death. O_o
    496 - <sslrranma> usualy, i kept putz as a knight, then White Mage for a while, then magic knight, then ranger - Putz joins the heroes as a Knight. (!F)
    497 - vs. Magus - Oh dammit! I set the boss's HP too low! :( Cut all bosses' Defense and Magic Defense in half, but double their HP. (!F)
    498 - [21:19:10] * NekoIncardine could use Energy. >_> [21:19:19] <KamekTheRef|EvilMarios> Inc - Good luck with that. :D - One fighter gets Energy status... OH WAIT, IT DOESN'T EXIST IN THIS SYSTEM! TOO BAD, LOLXH. Oh well, s/he recovers 5 MP.
    499 - Progressive Match - Carter the Interruption casts Flare on all heroes. 100-200 HP damage each. Ignore critical. Commence disbelief. (!F)
    500 - <Tizzy> Hi, my loving family. :O <H_Cuz> ...That's enough to make me want to tear out screaming - Tizzy shows up, and a random hero tears out screaming (sneeze). (!F)
    501 - vs. Anti-Whore Hazard 1 - Cast a random blue magic spell on a random combatant (or combatants). If any blue mages are on hand, they learn it... but if they already know the spell, they lose it!
    502 - vs. Anti-Whore Hazard 2 - It's a hail of Kirbys on Warp Stars! Beckoned by the smiling Friendly Missile, 5d2 Kirbys crash into random combatants, each dealing 15d2 damage.
    503 - [22:01] <Ben-San> HOLY FUCK IT IS MY TURN WHAT DID I DO TO DESERVE THIS IS IT SECRET CHRISTMAS?!?! - YES! IT IS! A random hero receives a Secret Christmas present. (!F)
    504 - vs. FlameMan v2 - Pick a random combatant, and roll a random NetNavi chip. If it's fire-elemental, use it on that combatant (and his allies, if applicable). Otherwise, cast Flame Blast on the fighter (assume 100 MAtk). (!J)
    505 - vs. the Dentist, Round 2 - This match was marked by low dice rolls across the board. The next time a dice roll is called for, it's rigged to 1. (If a hazard requires multiple dice rolls, rig them all.) No questions asked. (!F)
    506 - vs. Team Boom-Boom - *insert Super Mario Bros. 3 boss theme* Three Boom-Booms join the bosses. (!F)

    507 - <H_Cuz> YOU HATE THE ARENA AND WANT IT TO DIE <H_Cuz> BUT I SHALL DEFEND IT! HENSHIIIIIIIIIIIIN! <Tizzy> I never said that * H_Cuz is now known as SOOPER_CAFFIENE_CUZ <SOOPER_CAFFIENE_CUZ> >:( - Sooper Caffiene Cuz joins the heroes as a random job class with double speed. (!F)
    508 - vs. Ozma: Rematch - For swearing repeatedly in the PG-rated arena, KtR has to put on a dunce cap, go to the penalty box, and suffer the sound of Karin Kanzuki's horrendous laughing. That makes him mad! Flip a coin. If heads, spawn a Really Evil hazard.
    509 - vs. Iris - SSL left for three months because he had trouble calling coin flips. The next fighter to miss a coin flip is sneezed with no EXP compensation.
    510 - vs. Team Chrono Trigger - A random player is job changed by Psycho Kamek... to his current job class.
    511 - Heroes vs. Heroes - The coin just loved one of the teams. For the next five turns, all coin flips will be rigged in favor of whoever is calling it.
    512 - vs. ShadeMan and LaserMan - Ooh, fun with Dark Chips! All NetNavis and Robot Masters in play get a Dark Chip. Using it will not trigger the usual -5 Trance penalty. If there are no Navis playing, reroll.
    513 - vs. Kamek (1/5/05) - Chiho uses insane class customization to launch a super stabbity combo! Launch 10d2 attacks against a random boss, each worth 95 Atk. (!F)
    514 - vs. Bass SP - Good thing MechaCrash -- as a VG Fighter -- was able to Trance, and totally PWN the formidable Bass. The hero with the most EXP trances immediately. (!F)
    515 - Mini-Event: Find SearchMan! - You know what's annoying? Ratty viruses. 1d3 of them join the bosses with 130 HP, 120 Atk, 120 Evade, 16 Spd, and the Aim attribute. (!F)
    516 - Mini-Event: The Glitz Pit - Batman refuses to pay the bank robbers, so those robbers join the bosses as Bandits. However, Batman joins the heroes as a chemist. (!F)
    517 - vs. MegaMan and ProtoMan SP... er, Alpha - Three words. MASS STATUS HAXX0R!
    518 - vs. the Red Sox - Wouldn't you know it? In the match where critical hits were essential to the gimmick, the bosses barely got any. So, no more critical hits for the rest of the match.
    519 - vs. M. Bison ('05 edition) Hazard 1 - Klawkat builds a souped-up Bob-Omb, and orders it to attack Mario. If the plumber is in battle, he takes 75 HP damage ignoring critical. (Variants like Evil Mario count; people like Luigi and Wario do not.) Otherwise, the Bob-Omb leaves the arena and goes to the Mushroom Kingdom. (!J) (!F)
    520 - vs. M. Bison ('05 edition) Hazard 2 - Suicidal Whoring! KO the last combatant to move, but s/he also learns one random blue magic spell.
    521 - vs. (Flying) Shin Akuma - Spawn a Ref's Choice hazard, but it must be beneficial to the heroes. (!F)
    522 - vs. Minotaur and Omniscient - The game's next five coin flips are rigged against whoever is calling them. (You cannot sidestep this by calling for a dice roll or the like.) (!F)
    523 - vs. Zombie Jesus and Ghost of the Easter Bunny - Noise Stop! All combatants are hit with a lethal sound wave, dealing 100 damage.
    524 - Job Class Chaos II - Sometimes a match is hard because the heroes MAKE it hard. Insert L.3 Flare here. (!F)
    525 - vs. Superbard - A "P" Switch goes off! Now just pray that its effects aren't anything like what happened in the Superbard fight. (!F)
    526 - vs. Afro Batman and Robo-Jesus Hazard 2 - Don't you hate it when you Trance... and then can't use your trance because you're changed into an Imp? All tranced fighters suffer this cruel fate! Esunas, anyone? (!F)
    527 - vs. Groggy Monsters Hazard 1 - One random hero and one random boss are both declared "ballmen". Whichever team's ballman is KO'ed first, loses! (!F)
    528 - vs. Groggy Monsters Hazard 2 - Foxy fires the Noro Noro Beam at a random combatant, stopping them for 30 seconds... which, coincidentally, comes out to 21 ticks in arena-time.
    529 - Four Fiends Endurance - Oh snap three Necromancers join the bosses. :O (!F)
    530 - <H_Cuz> So attacks do MP damage? <H_Cuz> And to damage HP, you have to CUT THEM IN HALF WITH A RUSTY HACKSAW? <H_Cuz> Which requires a Rusty Hacksaw item - A rusty hacksaw item appears in the arena, and is the only way to physically deal damage for the next 15 ticks.
    531 - vs. Miranda, Round 2 - All bosses go MIA until the next hazard, ignoring safeguard. Meanwhile, Material joins the bosses as a V. G. Fighter. (!F)
    532 - Four Fiends Endurance Rematch - Tiamat uses Jet Breath. Each fighter takes 10 damage with a 10% chance of Burn. (!J) (!D)
    533 - vs. Ener and his Priests - Ohm uses the Trial of Steel, and barbed wire surrounds the arena. Any fighters going MIA (or returning from it) will take 35 damage.
    534 - vs. the Specialist Squad - Until the next hazard, any magic spells must get through five Runic attempts to succeed!
    535 - vs. Elmdor and his assassins - Stop Bracelet. Stop Breath. Last Breath. Whatever. Elmdor's assassins deal instant death to the last fighter to move. (!J) (!D)
    536 - Nelveska Temple Battle - Worker 7 is a robot, unaffected by magic. The boss with the most HP becomes Innocent for 11 ticks. (!F)
    537 - [00:58] * The_Silent_Strider smashes H's head with a hammer. Get to bed, you, if you have a headache :P - TSS smashes a random fighter in the head with a hammer. Reduce HP by 75%. (!J) (!D)
    538 - [13:28] <Goshi> The trance was a good idea (all though it annoys me like hell getting the trance meter finally filled only for the battle to have ended. - For this battle, there will be no compensation for wasted trances. Beware!
    539 - [15:42] <H_Cuz> As we speak, I've sent a team of elite spies to NK's house to bring me a copy of his Combine Spreadsheet >:D - Three call script characters all join the heroes as thiev--er, Elite Spies. (!F)
    540 - <[Your_Mom]> ...Does all abilities mean I can use BM from my own system? :O * Neo-KamektheRef shoots H. <[Your_Mom]> I wanted to use Death Claw ._. Or Flash Video ._. Or something ._. - If Neo-Kamek is around, blue magic users may now use any NK*blue spells they know.
    541 - <Carterman> Only shotguns can kill zombies. >:O <Carterman> Everyone knows that - A shotgun appears on the arena floor. It can be used to kill undead fighters.
    542 - [01:33] <H_Cuz> <Rydia> I am Sailor Rydia :O <Edge> I'm Tuxedo Edge :D <Everyone> ...*falls over laughing* - Sailor Rydia joins the heroes as a Summoner, Tuxedo Edge joins as a Ninja, and everyone falls over laughing. (!F)
    543 - [15:32] <Tom_D> I CARE ABOUT NINJAS WITH BIG ASS GUNS WITH BLACK MAGIC :O [15:33] <H_Cuz> What happened, did Goshi and Carter and Tiz get together and spawn a child or something? - Two ninjas with big-ass guns and black magic join the bosses. (!F)
    544 - vs. the Specialist Squad Hazard 2 - Interruptions hazard! All bosses become allies as you face off against five Offensive Specialists and five Defensive Specialists. (!F)
    545 - <H_Cuz> Disable usually works for me. But always on the stupid moves that they don't need anyway. <H_Cuz> -=- CATERPIE's STRING SHOT was disabled!! -=- <H_Cuz> <Me> ...Yay? - Pick a random fighter. The ref decides his most useless technique, and disables it for 41 ticks.
    546 - [19:35] <H_Cuz> <Me> Well, time to fight Guy and beat the game... *sees the Shin Akuma dialogue* Oh fucking shit. - Spawn Street Fighter hazard 1. "Oh fucking shit" indeed. (!F)
    547 - [20:18] <KamekTheRef> -=- WARNING -=- [20:18] <KamekTheRef> -=- NetNavi chip-generator is out of order. Change class or fight with your buster? -=- - The Navi chip/spell generators and the Item Box malfunction. People who have these skills may switch job classes if they wish. (!F)
    548 - [15:25] <Tom_D> Do you really think NK would leave forever.. ? [15:25] <H_Cuz> No. Nobody does. NK himself downgraded it to a "sabbatical". :P - Anything that would sneeze a combatant, from now on, is downgraded to a 15-tick Sabbatical (MIA).
    549 - <Paranoid_Cheese_Sandwich> *scrolls up* Purim == the lost Mysidian twin.  Cut from the US version because they tought having the hermaphrodite Purim alongside Polom and Parom would be to disturbing. - Spawn Bosses History Hazard 297, but throw in Purim as a Time Mage. (!F)
    550 - [18:30] <Goshi> You should add for my mind every char gets poisoned with depression >:O - Spawn Arena Change #11, but poison all fighters. With depression. Cheer up, emo kid. <:( (!F)
    551 - [21:44] <H_Cuz> Because whoring is illegal in 49 states. :O - Since we're not in Nevada, Rage, Learn Blue Magic, and other such whore-related skills are disabled for the rest of the fight.
    552 - [23:42] <H_Cuz> <KtR> I'm a ref, I can ignore the arena barrier. [23:42] <H_Cuz> <KtR> Or teleport through it. [23:42] <H_Cuz> <KtR> Or open and close it. - Any official refs NOT ALREADY IN PLAY may now ignore the arena barrier to join the fight (or just harass the players). (!F)
    553 - [19:27] <Tizzy> (4:13PM) -H_Cuz- If you miss your turn, you're the WORST MAGE EVER. >:O [19:27] <Tizzy> That scared me. - The next person to miss a turn -- regardless of reason -- becomes the WORST MAGE EVER. Lose all MP and set MAtk to 20.
    554 - [20:28] <H_Cuz> I try to avoid using Pray except in the final battle. [20:28] <H_Cuz> 90% of the time it screws me over. - Hey, what else does that remind you of? Paula prays for the heroes, but a wild surge goes off instead. (!F)
    555 - [20:42] <Sonic-Arti> Do I have a BOTVGH Hazard? :O [20:43] * H_Cuz rolled (1d42) for a BOTVGH hazard! Result was: 69 - Sonic-Arti - Faps on all fighters. - Just... no. Reroll.
    556 - [17:29] <Sir_Carter> There's nothing your woman likes more than a good beating. [17:29] <Sir_Carter> Nothing tells her "I love you" than a concussion inducing blow to the head with a baseball bat - Carter smashes a random female fighter with a baseball bat, dealing 35 damage. If no females are fighting, this hazard does nothing. (!J) (!D)
    557 - [20:12] <Tizzy> I can't wait till I drive :O [20:12] <Tizzy> I'm gonna run everyone over. - Tiz runs everyone over for 28 damage. (!J)
    558 - [17:18] <H_Cuz> BFMusashiPSX (5:17:49 PM): *thought of a weird boss idea* Meta Knight, and all the heroes would have to be knights :O I'm not serious about it, but it is funny - All heroes become Knights. I'm not serious about this, but it's funny. <:O (!F)
    559 - [20:38] <UDX_EXE> I hate Space Pirates [20:38] <Sir_Carter> I hate robots [20:38] <Sir_Carter> They suck - Carter hates robots, so he uses Robots-B-Gone. KO anyone who would normally be affected by that item.
    560 - [12:38] <SSLRranma> HC, if i get that captain class im changing my nick to lou :O - Captain Lou joins the heroes... as a Captain. (!F)
    561 - [18:03] * Neo-Kamek wonders where his cursed spring hazard set is that he never finished. - KtR stole it, that's where! And he rolls one up!
    562 - [21:11] * Diskmaster stab you. [21:11] * SSLRranma stabs disk [21:11] * TarenWanderer stabs SSL [21:11] * H_Cuz stabs Taren. - All fighters stab each other, taking 10 damage. (!J) (!D)
    563 - [21:58] <Neo-KamektheRef> (Rydia) How'd I become an engineer >.> [21:58] <H_Cuz> <Cid> You borrowed my hammer [21:58] <H_Cuz> <Cid> BUT LITTLE DID YOU KNOW IT WAS A MAJIK HAMMER - The last hero to move gets Cid's MAJIK HAMMER and his/her job becomes Engineer. (!F)
    564 - [02:23] * Neo-Kamek (Neo-Kamek) casts "Kill Annoying Fuckheads" on Nesshelper (150 MP) - NK casts Kill Annoying Fuckheads on a random fighter. 150 MP, 140 MAtk. (!J) (!D)
    565 - [01:13] <Neo-Kamek> So before you fucking call me a thief again, go look at Inc's system. K? - Inc pretty much stole NK's entire battle system, so if he's in battle, change his job class to Thief. If not, reroll. (!F)
    566 - [01:40] <SSLRranma> or give CY a limit where he does 10 damage per item in the game and call it Whore rush :O - Just that happens. For every item you hold, take 10 damage. For every arena floor item, a random fighter is targeted.
    567 - [02:08] <H_Cuz> -=- Finished working -=- [02:08] <Tizzy> Am I still working? [02:08] <[[Meta_Knight]]> There are no stupid questions, just stupid people - See Bosses History hazard 45.
    568 - vs. Miranda, Round 3 - SSL's evil female clone, SSL-chan, joins the bosses as a Cow General! She starts with one charge, 9 Trance, and (non-innate) Haste for 41 ticks. (!F)
    569 - [19:05] <Goshi> OMG A HACKER NAMED NICKSERV CHANGED MY NICK!1111111 [19:05] <H_Cuz> OMG A HACKER NAMED NICKSERV IS ASKING FOR MY PASSWORD - NickServ joins the bosses with the same stats as the EZBoard job class. (!F)
    570 - vs. Ener and the Priests Round 2 - The ref picks a random hero. If that hero changes his nick to the ref's whim (i.e. Jesus_Freak) for the rest of the match, something good will happen! (!F)
    571 - vs. the Worms ('05 edition) - Canadian Yosheh leaves the battle and costs the heroes a victory. This pisses off three random heroes to the point of instant Trance! (!F)
    572 - vs. Magus ('05 edition) - Script-rape deluxe! For the rest of the battle, fighters who would normally have to call a coin flip (paralyzed/confused fighters, for example) now have to roll 1d10. If it's a 1, they can move, if not... -=- TOO BAD!!!!!!!!111111111111 LOLhx -=-
    573 - <Canadian_Yosheh> In that case, I'm going to take a leak. <H_Cuz> CY IS LEAKING, SOMEONE PATCH HIM UP - A random combatant starts leaking. Leaking HP. Add Seizure status. If Mario or Luigi is in play, they can fix the leak at no MP charge.
    574 - vs. Wart - Klawkat rolls three random heroes into a katamari (sneeze), then tries to roll the boss with the most HP. If that boss is Tiny, it is sneezed as well, ignoring death protection. If not, it takes 10 damage. (!J) (!F)
    575 - <Carter> I thought bob-ombs threw up in your hands. - Ewww. If anyone is holding a Bob-Omb item, it throws up in their hands, inflicting two status ailments (ignore Safeguard). If nobody has a Bob-Omb, reroll.
    576 - [01:43:56] <UDX> What does Fight do? [01:44:00] <H_Cuz> Fights - See Bosses History hazard 45.
    577 - vs. the Supreme Court - The Supreme Court spawns some laws to be put into effect for 21 ticks. See Bosses History hazard 443.
    578 - <Neo-Kamek> I did a Shin Akuma match? <H_Cuz> Yes <Neo-Kamek> I've never even SEEN Shin Akuma. <Wombling_Pikachu> You did it yourself, no guest <Neo-Kamek> OK WHATEVER :O - Neither NK nor KtR remembers adding Shin Akuma to the bosses. But he got there SOMEhow... <:O (!F)
    579 - [21:11] * TarenWanderer eats the EVIL PIE to regain mp - An evil pie appears on the arena floor; eat it to recover all your MP. But this does not come without a cost. After all, the pie IS evil... [IU]
    580 - [01:09] <NK|working> ~hammer [01:09] <Kammy> NK|working takes a hammer and smashes the slot machine to bits, rendering it useless! - If anyone has the Slot ability, it's rendered useless. Otherwise, reroll.
    581 - <Neo-Kamek> I should make a Carter job class <Neo-Kamek> It'd have two skills <Neo-Kamek> "Carter's Tech" <Neo-Kamek> and <Neo-Kamek> "Gaybo Refbomb" - A random hero is changed to the Carter job class, and gains the aforementioned two skills. (!F)
    582 - <Canadian_Yosheh> <Nesshelper> *equips a Killer Bow and shoots arrows from it, killing various morons from BOTVGH* <H_Cuz> Luckily I BLOXXORED TEH ARROS WITH MY SHEELD OF ARRO-BLOXXORING. - The last fighter to move gets a SHEELD OF ARRO-BLOXXORING. It blocks arrows from Archers and Hunters. If neither of these jobs is in play, too bad. >:O
    583 - [09:51:59] <H_Cuz> Every time you use "XD", god kills a kitten :( - Add three kittens to the heroes as Travelers. However, every time one of the heroes uses "XD".... (!F)
    584 - [19:46] <H_Cuz> Know what sucks? [19:46] <TarenWanderer> What does, H? [19:46] <H_Cuz> Fighting multiple Cactuars at once. - Three Cactuars join the bosses. (!F)
    585 - [20:18] <Goooooo_Freakachu> <Brick> *thinks* [20:18] <Goooooo_Freakachu> <Brick> *thinks* [20:18] <Goooooo_Freakachu> <Brick> *thinks* [20:18] <Goooooo_Freakachu> <Brick> *head explodes* - Don't think too much, OK? All fighters now have two minutes to take their turns. Any longer, and your head will explode (KO) from thinking too hard.
    586 - [21:10] * Canadian_Yosheh was the fatest.. [21:10] <Canadian_Yosheh> ... Fastest. [21:10] <Canadian_Yosheh> I'm not fat. >:O - Whoever is fast (Hasted) now becomes fat (Slow) instead. Ignore safeguard.
    587 - [04:36:42] <H_Cuz> <Supreme Court> THWOMPS ARE OUTLAWS DAMMIT :( [04:36:52] <H_Cuz> ...Outlawed rather - A Thwomp joins the battle as an Outlaw. Flip a coin; if heads it joins the heroes, if tails it joins the bosses. It also gets the Crash Land skill.
    588 - <H_Cuz> TIME'S UP <Protoman-X> is not <H_Cuz> Yes it is <H_Cuz> Time warped while you weren't looking - Time warps, and all timed status effects expire immediately.
    589 - <TarenWanderer> And you can't cast- Fucking Incardine. :( - A random call script character fucks Incardine. All combatants have 20 seconds to turn their heads, or suffer the horror. :O
    590 - <H_Cuz> -=- Baby Mario has item(s): Bah. -=- - A random fighter's items are now "Bah." Ignore Maintenance. This is not an actual item and doesn't do anything.
    591 - Interrupt Tournament: Specialist Squad vs. Team FF5 - The Slot command is rigged to 3-4-5 for the rest of the battle... but all Rage coin flips are rigged against whoever is calling them.
    592 - vs. the Whiny Politician - Until the next hazard, a random boss receives infinite Challenge Flags! (See Item Hazard 100) (!F)
    593 - <CY_The_Sissy_WP_Replacement> speaking of Odie... <CY_The_Sissy_WP_Replacement> He came up the other day while you weren't here. <Robo-Ky> Odie? <CY_The_Sissy_WP_Replacement> Yes. <CY_The_Sissy_WP_Replacement> Odie. - Odie appears and uses Zantetsuken to kill a random fighter. >:O (!J) (!D)
    594 - <Neo-Kamek> (Leo) I can't, I don't use gaybo magic. >:O - Leo doesn't, but you do! A random fighter gets the Gaybo Magic skill: it costs 20 MP and does absolutely NOTHING! >:O
    595 - vs. the Night Owl - A large Energy Vat appears on the arena floor. It cannot be picked up, but fighters may drink from it to fully recover their HP. It can be used up to five times. When a fighter dies, he has a 40% chance to land in the Vat and be fully restored by it! (!F)
    596 - 7/27/05 - FREEDOM LOL - Do you want to be safe, or do you want to be free? The last fighter to move is given the option to be safe or to be free. If you choose to be safe, nothing happens. If you choose to be free, you gain access to all Kode skills... but at what cost?
    597 - vs. Dark Bahamut - Dark Bahamut tries to reflect Flare off a random boss! But, even if that boss HAS Reflect, it fails. Either way, he takes 100-200 damage. (!J) (!D) (!F)
    598 - vs. Surge ('05 edition) - If the ref wishes to rig a wild surge, he may do so now (but may not rig the target). (!F)
    599 - vs. Kent C. and the Koopa Krew - Shell Slam! Roll 1d4 for each combatant. If it's a 1, they take 54-66 HP damage; otherwise, 30-42 damage. (!J)
    600 - Wild Magic Arena Fight - The arena becomes a wild magic zone until the next hazard. Add Wild status to all combatants. (!F)
    601 - vs. Dalton - Iron Orb! Spawn Other RPGs Hazard 94.
    602 - vs. GolemTrio - A surge word is activated! However, if anyone uses it, UDX goes ballistic at them and chases them out of the battle (sneeze). (!F)
    603 - [21:01:14] <Tizzy> I wonder if I can be a white belt. :O - A random hero's job changes to White Belt. It has the same stats and abilities as the Black Belt, but only 20 Atk. (!F)
    604 - vs. Evil Genius Belichick - LOL WHORE TIME! All Psycho Veldt Kids in play get Cook as a trance skill! The hardcore whores also decide to revive any dead bosses with half HP. Too bad the bosses got access to the RCP... (!F)
    605 - <sslrranma> H - maybe make a "Navi chips are replaced with item bad: materia" ? <Neo-Kamek> Bad Materia <Neo-Kamek> HAZARD: BAD MATERIA. Any materia on the floor go bad, and reduce your stats like crazy if you grab them. - Just that happens. >:O (!F)
    606 - vs. Team SOLDIER - <H_Cuz> I'm not around for two minutes and you guys go and jokerize the fight on me. >:O - The ref goes AFK for a minute or two. When he gets back, SOMEONE has accidentally given all of the bosses infinite Auto-Life. >.> (!F)
    607 - vs. Grodus - Everyone gets a gajillion badstats, some interruptions are spawned, about 20 different items land on the floor, someone loses dozens of EXP......... or better yet, just reroll. <:O
    608 - vs. the Anti-Whore V2 - Roll 1d3. If 1, cast EXP Punish on the fighters (1 damage per 4 EXP). If 2, cast Blue Punish (5 damage per blue spell known). If 3, cast Stat Punish (Mass Status Haxx0r).
    609 - Chemist Endurance - Anyone with an item box gets stuck with the same items over and over again. When you use an item, flip a coin. If heads, the same item will show up to replace it. If tails, it's a Gravity Hold (Mega Man weapon 35).
    610 - <UDX> Something tells me I'm gonna start collecting Disney and Warner Bros shorts * KamekTheRef hits UDX with the Hardhead's mouth, too. For good measure. <UDX> What, you no like classic cartoons? <KamekTheRef> No, I just like hitting people with the Hardhead's mouth - KtR hits a random fighter with a Hardhead's mouth for 15 damage.
    611 - <Cyber_Black_Yoshi> My Blue Magic skills are so legendary... I have people learning ME as a Blue Magic... - Pick a random hero, and add Cyber Black Yoshi to that hero's blue magic list for the remainder of the battle. It's uncastable, so don't bother trying. (!F)
    612 - vs. the Hideously Overpowered Frank '05 - TSS wonders "what could possibly go wrong" for the team that's currently winning. As if on cue, a Really Evil hazard is focused against that team.
    613 - [23:10:34] <Misty> Oh, I see [23:10:41] <H_Cuz> NO YOU DON'T. - Insert blindness here. Random combatant.
    614 - vs. Ranger Death Squad - As soon as the bosses die, Arena Change hazard 33 (Hard Mode) is immediately activated, as is Surge Mania mode. (!F)
    615 - vs. Sleep - <Insert Night (see blue magic) here> (!F)
    616 - vs. Robo-Ky '05 - HAZARD EMPTY FOR THE WIN. The next person to use Hazard Control to empty the hazard bar wins 1 EXP. (!F)
    617 - Katamari Survival - A random fighter gets rolled up in a katamari, and becomes Stopped indefinitely. If anyone does more than 150 damage, though, the shock of the attack will knock that fighter free. Also, a random hero gets bored and LEAVES FOREVAR (!F).
    618 - <H_Cuz> There should be a Ranjer Deth Squid class, which is actually a Blooper with hazard control. - A Blooper joins the bosses with the Hazard Control and Hazard Focus skills. (!F)
    619 - vs. Duke the Fraction Satan '05 - From now on, gravity (percentage-based) skills will be based on Max HP instead of current HP! (!F)
    620 - vs. Team Dumb Luck, et. al. - One Robot Master, one MageNavi, one Chemist, one Gambler, one Sage, and one Junior Ref all join the bosses. :O (!F)
    621 - <Comadore> Hey guys <Comadore> I have cancer <Comadore> so I have to leave - Pick a random fighter. If they have any status ailments, they come down with cancer and have to leave.
    622 - <Saburo> Remember Sonic, if someone touches you in a way or place that makes you feel uncomfortable, that's no good. - The last fighter to move gets touched in a way or place that makes them feel uncomfortable. And that's no good. :( Add Embarrassment status.
    623 - vs. Zombie Jesus & Fallen Angels - Three Necromancers join the bosses. They all have Block, Auto-Counter, Return Magic, and infinite Auto-Life. Have fun. :D (You don't need to kill them to win the fight.) (!F)
    624 - vs. Batdodge Man - LOL STATBUFF. A random fighter gets five random status boosts... but then immediately gets hit by Status HaXX0r. Sucks to be you. :O
    625 - vs. Calculator Death Squad - In this battle, everyone ever tranced due to wild surge. Flip a coin for each hero. If heads, they trance immediately. (!F)
    626 - vs. Ash & Pikachu - Ash uses Counter Pokémon. Spawn a random Pokémon skill from the /pkmn script, and use it against the last fighter to deal damage.
    627 - vs. R/S Pokémon Team - Someone pulls the arena fire alarm, just to be a dick. >:O As a result, the fighters must move to a different arena. (!F)
    628 - vs. Summon Monster Endurance - See Bosses History hazard 488. (!F)
    629 - vs. Kuja - LOL IPSEN'S CASTLE GIMMICK. But unlike the arena change hazard, this one doesn't affect the hazards or surges. Instead, it affects the damage of certain skills. Stronger attacks deal far less damage than usual; weak attacks deal far more. This only applies to physical attacks. (!F)
    630 - vs. MUGEN Kamek - Kamek drops a switchblock on a random fighter. Fatality. (!D)
    631 - vs. RAPPS - Don Corneo joins the bosses with the same stats as the WaRiOsHaDy joker interruption. (!F)
    632 - vs. Gi Nattak - The boss with the most HP gets blasted by Holy. (50 MP, 150 MAtk) (!F)
    633 - X-Heroes vs. Kamek & Kefka (12/13/05) - Hey, nobody told you guys, but all the bosses have Mass Status HaXX0r in their skillsets. It costs 48 MP, and IT HAS ALWAYS BEEN THERE. SHUT UP. (!F)
    634 - vs. Schizo - The heroes all get eight status boosts!... but the ref casts Mass Status HaXX0r, so the heroes get eight ailments instead (plus more if they already have stat boosts). (!F)
    635 - vs. Godo - Spawn another hazard. However, if it damages any bosses, those bosses counter with Restore, fully replenishing their HP (assuming they have the MP)! (!F)
    636 - vs. the Hideously Overpowered Frank '05 (Round 3) - Spawn Bosses History hazard 506, but also spawn a Wormhole. This is a special wormhole that can be activated by the ref as well as the players. (!F)
    637 - ??? Status Chaos Mini-Event - Pick three random fighters and give them all random ??? status changes!
    638 - vs. Count Down - Oh noes! In exactly five minutes real-time, Count Down will cast Mass Status HaXX0r on the heroes! :O (!F)
    639 - vs. Laharl, Etna, and Flonne - The next person to swear gets yellow carded, and as a result, all their actions have added surges for the rest of the fight!
    640 - vs. HC's Bosses - The bosses hire an X-Hero clone of the hero with the most EXP! (!F)
    641 - vs. Cupid and the Drama Queen - The ref loses his ability to influence things for the next 31 ticks! That means no rigging, no rerolling nasty surges, and no ref's choice hazards. (!F)
    642 - vs. Thardus - The boss with the most max HP becomes invincible! In order to damage him, you must first scan the boss. The boss will then become vulnerable until he loses 20% of his max HP, at which point he must be scanned again. (!F)
    643 - *** H_Cuz changes topic to 'I CLAIM THIS CHAT IN THE NAME OF SPAIN' * H_Cuz sticks a flag in Kim's foot. - H Cuz CLAIMS THIS CHAT IN THE NAME OF SPAIN, and sticks a flag in a random fighter's foot for 15 damage. (!J)
    644 - <Tom_D> !join INFINITY HP AND MP MAN <H_Cuz> Name: Tom D HP: Infinity/Infinity MP: Infinity/Infinity CT: 0/100 TRANCE: 0/10 Job Class: InfinityMan Status: [K.O.] [MP Gone] <H_Cuz> ...KO <:O <Tom_D> YAAAYY -- WHAT - Tom D joins the heroes as an InfinityMan!... too bad he's auto-KO'ed. :O (!F)
    645 - <Tizzy_The_Paladin> I'll just holy on all. <KamekTheRef> -=- *WARNING* -=- <KamekTheRef> -=- Holy is a single-target attack. Multitargetting it will cost you 200 EXP and all your blue magic. Proceed? -=- - Holy can now be multitargeted! :D... for the aforementioned cost. (!F)
    646 - <Giygas> *kills the ref* <KamekTheRef> -=- OH NOS -=- <KamekTheRef> -=- REF BARRIER -=- <KamekTheRef> -=- KILL BACKFIRED -=- <Giygas> darn. <KamekTheRef> -=- One-hit KO! -=- <KamekTheRef> -=- Giygas is outta here! -=- <Giygas> ...WTF - The ref joins the bosses. His speed is set to 0, but he still has his ref barrier, so beware! (!F)
    647 - * H_Cuz confiscates Princess_Pikachu's tampons. >:O * H_Cuz also confiscates Princess_Pikachu's lipstick and nail polish. * H_Cuz shoots Princess_Pikachu since he has nothing else to steal. <Princess_Pikachu> H is a meanie - HC steals all of a random fighter's items, then shoots them for 35 damage.
    648 - * H_Cuz grins and is surrounded by an unholy blue aura. <H_Cuz> GWAHAHAHAHA... ha... <PrincessVirgo> ...... O_o * H_Cuz sees everyone staring * H_Cuz turns off the unholy aura - Oh my, what could H Cuz have planned? He certainly wouldn't spawn three Really Evil hazards, would he?
    649 - <Tom_D> No one likes NH, apart from UDX, I think. <H_Cuz> Kario likes him :O <Tom_D> I tbought they divorced. :O <H_Cuz> They were gonna, but Bush said "Think of the Children <:O" And they got back together <:O - Dubya implores you to think of the children, and anyone who has switched sides mid-battle returns to his/her original team. (!F)
    650 - <H_Cuz> I wanna take Cammy into battle against Shin Akuma. I kick ass with her. :O <H_Cuz> He'd probably Dragon Punch every one of my attacks, but oh well. <:O - Spawn Street Fighter hazards 9 (Cammy) and 1 (Shin Akuma), in that order. (!F)
    651 - <H_Cuz> <Shin Akuma in a Tutu> *Uses the RAGING PIROUETTE* - Just that happens. It may look really silly, but it's still an instant KO to one random fighter. (Unlike the Raging Demon, the Raging Pirouette does NOT ignore deathproof status.) (!J)
    652 - <KamekTheRef> <Cammy> You send in Shin Akuma and I will personally kick your ass. -_- <KamekTheRef> <KtR> You're no fun. :( - The next time an interruption hazard is called for, the ref has to null it, or else Cammy will kick his ass. (!F)
    653 - * Canadian_Yosheh cranks up Tatanga's theme. ..... Hey, that's not a bad boss idea.. :O <H_Cuz> Yeah it is. :O <H_Cuz> All Tatanga does is shoot fireballs. >:O - Tatanga shoots fireballs at all fighters for 30 damage. (!D)
    654 - * NekoIncardine adds Custer's Revenge Hazard ala NK's "Saban's Sailor Moon" hazard - Insert Custer's Revenge here. It has the exact same effects as Really Evil hazard #100.
    655 - <Princess_Pikachu> I WOULD LIKE TO MAKE AN ANNOUNCEMENT. >:O <Princess_Pikachu> My name is now Jenny. <ArtboardJoey> .... <H_Cuz> No it's not <:O <Princess_Pikachu> I like the name Jenny - A random fighter is renamed Jenny.
    656 - * CY|Disgaea watches the shit fly. <H_Cuz> Ew :( - Shit flies all over the arena! All fighters receive two random status ailments.
    657 - <Klawkat> ya know, you should make the slots skill appear in other Higher level classes... I don't see anything unreasonable it should appear in the outlaw's list. <Klawkat> Think about it. Slot machines are usually called one armed bandits. Yeah. ::Nods:: - From now on, the entire thief line can use the gambler's Slot ability!
    658 - vs. Omega Pirate - A random fighter gains the Phazon Surge ability; it works like Added Wild Surge, except it costs 14 MP, doubles the action's power, and can be used with any action (not just magic).
    659 - Neo-Kamek's Pokémon Trainer Script - He finally finished it. >:O If NK is available, he spawns five Pokémon attacks, and Poké Balls containing those Pokémon fall to the floor. If focused, you can control who gets two of the Poké Balls, but the other three will still fall to the floor. If NK's not available, reroll.
    660 - vs. Hoggmeiser - A Geo Symbol appears. It's Attacks+1, and the bosses are in its target area (thus, all of the bosses' actions will go off twice)! The Geo Symbol joins the bosses with Red Mage stats (but 0 speed), and if you don't kill it fast, you'll be sorry! (!F)
    661 - vs. Anti-Whore (NK*System) - TIASIAN dances some Strange Steps, and the boss's next action will glitch. (!F)
    662 - vs. Auto-Generic Maker Hazard 1 - Until the next hazard, the bosses have a 50% chance to reflect incoming magic at will! And when they do take damage, they have a 50% chance to counter with Thundaga. (!F)
    663 - vs. Auto-Generic Maker Hazard 2 - A guest hazard pits a random hero against Aps in single combat!... but since I'm too lazy to make an Aps job, spawn Bosses History Hazard 153 instead. Hey, a 1-on-1 is a 1-on-1. (!F)
    664 - vs. Zeromus - The ref starts a ten-minute timer. When it runs out, spawn Final Fantasy hazard 77 (assume a flip of heads). (!F)
    665 - vs. the Lunar Summons - From now on, Firaga/Blizzaga/Thundaga cost 60 MP instead of 40, and damage increases as well.
    666 - SATAN HAS PWNED THE HAZARD SCRIPT AHAHAHAHA... or not. This hazard will be filled in later. For now, reroll.
    667 - <NekoIncardine> I'm going to make the Elementalist class (one of the Mage higher-levels in my system) have insane PATK <NekoIncardine> Just as a gag. <H_Cuz> Imbalance is funny :D - All bosses get +1000 Atk and MAtk. It's funny, laugh. :D (!F)

    25th Hazard Set: Donkey Kong (1d41)
    The big ape is one of the more underappreciated video game heroes of all time, but now he and his friends and foes have their own hazard set. Since Cranky is such a big part of BOTVGH canon, he gets two hazards.
    1 - Donkey Kong - The leader of the bunch, you know him well, yadda yadda. DK charges for the Giant Punch; at the next hazard, he uses it on a random fighter for 45 HP damage. That fighter also misses his/her next turn.
    2 - Diddy Kong - Fly-by shooting! Diddy flies through the arena in a jetbarrel and fires his popguns at one team. Flip a coin; if heads, he showers the bosses with peanuts for 30 HP damage apiece. If tails, he hits the heroes, but for just 20 damage. (!D)
    3 - Dixie Kong - Dixie and Diddy team-up. Flip a coin. If heads, Dixie throws Diddy at a random combatant for physical damage (assume 120 Atk). If tails, she throws him onto a high ledge, and from there he tosses down three items he's found.
    4 - Kiddy Kong - He appeared in just one game, but he's power on a stick. He picks up the last hero to move, and throws him/her into a random boss. Physical damage (assume 200 Atk) to the hero, triple that to the boss. (!F)
    5 - Tiny Kong - One fighter becomes Tiny (natch) for 31 ticks. However, while Tiny, s/he has the option of going MIA for 11 ticks to recover all HP/MP in a hidden bonus room. The target may also cancel the Tiny status at will.
    6 - Lanky Kong - One of Cranky's potions allows Lanky to move super fast, but it costs him Crystal Coconuts. One fighter gets both Haste and Morph; the Haste lasts until Morph is disengaged or runs out.
    7 - Chunky Kong - Primate Punch. 100 damage to one fighter, but because of its long charge time, it has a 75% chance of success. (!J) (!D)
    8 - Classic Arcade Donkey Kong - DK drops a barrel on the fighter with the highest CT. Ouch. 10 damage, and reset CT to 0.
    9 - Funky Kong - Given some time and some coins, Funky can build just about anything, from transportation (DKC3) to weaponry (DK64). Funky joins the heroes as an Engineer with double speed. (!F)
    10 - Wrinkly Kong - Wrinkly sure knows a lot. She'll offer up one battle tactic (no scan). (!F)
    11 - Cranky Kong - What's a Donkey Kong hazard set in BOTVGH Arena without the BOTVGH co-star and original DK? Back in his day, there was no CT system, none of this script nonsense, none of that! The battle goes oldskool, and KtR MUST discard the script. (!F)
    12 - Cranky's Lab - Say what you will about Cranky, but he makes useful potions. One of Cranky's potions is placed in the arena; it randomly raises stats. The ref rolls for a potion effect when it's picked up. All of them are helpful, but all of them taste terrible. ([IU])
    13 - Swanky Kong - It's time for Swanky's Bonus Bonanza! Three questions are asked. In each case, whoever comes up with the correct answer first wins 2 EXP. Each fighter is allowed one guess per question.
    14 - "DK" Barrel - ONE sneezed fighter is brought back into the arena, with full stats. Alternatively, one spectator may join late. If nobody has been ejected and nobody wants to join, this hazard does nothing.
    15 - TNT Barrel - A TNT Barrel is added to the arena items. When picked up and thrown, it deals 30 HP damage, ignoring any and all barriers. (The explosion destroys auras as a bonus.) However, there's a 25% chance that the barrel will have a Kremling inside; it will then explode on whoever tried to pick it up. (1 use)
    16 - Rambi the Rhino - Not much gets in Rambi's way and lives to tell the tale. Rambi joins the heroes with Berserker stats. (!F)
    17 - Parry the Parallel Bird - Not very useful on his own, but he gave great stuff if he lived to the "No Parry" sign. Parry joins the heroes as a Red Mage, and whenever an ally takes damage, Parry will also take half that amount. If he survives the whole battle, all heroes earn 1 extra EXP. (!F)
    18 - Squawks the Parrot - Spits eggs at all fighters. 15 HP damage.
    19 - Zingers - These wasplike patrols pop up in the most inconvenient places. All airborne fighters take 15 HP damage and are knocked out of the sky; the same thing happens to anyone else attempting jumping. The Dragoon line can attempt to spear the Zingers, but this requires a coin flip.
    20 - Dumb Drum - This DKC1 boss sent deputies to do most of its dirty work. It spawns two random call script characters to be added to the boss team. (!F)
    21 - King K. Rool - The archnemesis of the Kong Klan cues the cannons, which shoot at all the heroes for 25 HP damage apiece. (!D) (!F)
    22 - Kaptain K. Rool - K. Rool comes out in his DKC2 digs, complete with blunderbuss. He shoots a strange purple substance at one fighter, reversing their controls and causing Confusion. (!D)
    23 - Baron K. Roolenstein - K. Rool, in his DKC3 mad scientist garb, pushes the red button of D00M. Nothing happens. He tries several more times; nothing happens. After he leaves the arena in disgust, three wild surges go off (each focused on one fighter). (!F)
    24 - Bear Coin - See Bosses History hazard 219. (1 use)
    25 - "K" "O" "N" "G" - Four gold tiles, one with each of these four letters on it, appear on the arena floor. If a single player can collect all four, s/he gets Life 3. The letters are not transferrable. ([IU])
    26 - Army Dillo - Shoots four fireballs. Each fireball hits a random hero, and is assumed to be worth 55 MAtk and 10 MP. (!D) (!F)
    27 - Dogadon - The fiery DK64 boss slams the arena, causing it to sink into a conveniently-placed lava pit. You have 40 ticks to finish the battle, otherwise Ref Bomb #4 (A Nice Hot Bath) is spawned. (!F)
    28 - Classic DK - The Hammer - The classic item from the classic arcade hit. Spawn Item Hazard #53. ([IU])
    29 - Krusha - Krusha, the big hulking Kremling, joins the bosses as a Barbarian. Because of his tough hide, you'll need really strong attacks to dent him; if an attack does less than 30 damage, he won't be harmed. If it does 30 or more, he'll take half the damage. (!F)
    30 - Klubba - That's a mighty big club! The last fighter to move is smacked so hard, s/he's sent right out of the arena (Sneeze). However, s/he may choose to stay in the game by bribing Klubba with 2 EXP. (!J) (!F)
    31 - The End...? - In classic DKC1 fashion, your foe will revive just when you think you've won! One random boss gets Life 3. (!F)
    32 - Candy Kong - So you're the last player to move? Come a little closer, and she'll show you how to use your instrument. ;D... *cough* She'll also enable you to hold two extra melons! :3... *ahem* She'll also fully recover your MP.
    33 - Nibbla - At the start of each turn, Nibbla will bite one random player. Damage starts at 15, but changes depending on who's bitten. If a target has more MP than HP (or the same amount), Nibbla likes the food, and his damage count goes up by 3. Otherwise, he dislikes it, and damage count drops by 2. Nibbla disappears at the next hazard. (!J) (!F)
    34 - Krack-Shot Kroc - The ref picks a random fighter, and the Krack-Shot shoots a fireball at them for 35 HP damage ignoring critical. It's easy to dodge -- all you have to do is say/do something to show you're not idle -- but you have to do so within 5 seconds of your name being picked.
    35 - Booty Bird - This big ol' bird has a prize for you! You have to smack it with an item to defeat it (any damaging item, or a thrown item, will do), but when you do, you get 2 EXP. (!F)
    36 - Hideout Helm - Guess whaaaaat? REAL-TIME REFBOMB TIMER! You have thirty minutes to finish the battle before K. Rool and the Blast-O-Matic finish it for you. (!F)
    37 - Funky's Totally Kickass (Literally) Gun - Funky walks into the arena with a gun, fully loaded with... hey, is that a boot? ***BOOM!*** 75 HP damage to one random fighter, AND s/he is ejected from the channel.
    38 - Ripsaw Rage - Oh god I hate this level so much. Spawn Arena Change 18. (!F)
    39 - Low-G Labyrinth - The fighters enter the Low-G Labyrinth from DKC3. Spawn Arena Change 15, but also add Slow (*) to everyone. Ignore safeguard and the like. (!F)
    40 - Koin - This Kremling is guarding a valuable DK Coin... but his shield will stop any direct attacks. Can you find some other way to knock him out of the picture? One hit is all you need, and the DK Coin is worth 1 EXP to all heroes... (!F)
    41 - Ref's Choice - More fun than a barrel of... you know.

    26th Hazard Set: Aqua Teen Hunger Force (1d58)
    Dancing is forbidden! Aqua Teen Hunger Force is one of my personal favorite TV shows. Since almost all hazard sets are based on characters, I decided to try something different and base the hazards off of the actual episodes of the show. Note how the main characters themselves are not mentioned in any of the hazards, but they're here in spirit. :D
    1 - Rabbot - The Rabbot appears! Pick a random fighter and flip a coin. If heads, that fighter is covered in hair, but nothing else happens. If tails, Rabbot stomps them flat. 100 damage. (!J)
    2 - Escape from Leprachaunopolis -
    A rainbow takes away one random fighter (MIA for 21). S/he comes back with all items gone. (!D)
    3 - Bus of the Undead -
    Mothmonsterman enters the arena. He seeks light, and the next combatant to move MUST provide him with some! Otherwise, that combatant will be strung up (Stopped).
    4 - Mayhem of the Mooninites -
    No one can defeat the Quad Laser! 9999 HP damage to all combatants... but it goes off three hours after the battle ends.
    5 - Balloonenstein -
    One random combatant gets majik electric powers! Free Thundaga and the Bolt Beam skill! Meanwhile, the last combatant to move gets sucked into a vortex (MIA for 31) and comes back with one random stat altered.
    6 - Space Conflict From Beyond Pluto -
    Oglethorpe attempts to MELT a random hero... so he can LAUGH, ON INTO THE NIGHT!! Roll 1d10. If it's a 1, that fighter is melted (KO). Otherwise, balloons and confetti rain from the ceiling. (!F)
    7 - Ol' Drippy -
    Drippy joins the heroes as a white wizard, and a totally selfless one at that. In an emergency, fighters may nibble on Drippy's head to restore all HP, MP, and status... but don't get greedy, because after three bites, Drippy's gone. (!F)
    8 - Revenge of the Mooninites -
    A random combatant wins the Foreigner Belt, which grants all the superpowers from the '70s supergroup, Foreigner. Songs may not be repeated, and the belt disappears after three songs. (3 uses)
    9 - MC Pee Pants -
    I want candy! After listening to MC Pee Pants, all combatants crave candy! So they eat a ton. And now they can't fall asleep. No really. Sleep status is invalid for the rest of the match. (!F)
    10 - Circus -
    The last combatant to move is sold to Randy the Astonishing. They wind up as part of the circus... MIA for 41, but they get women's underwear and 1 EXP thrown at them.
    11 - Dumber Days -
    The last combatant to move receives a new, more powerful brain! Double MAtk and MDef.
    12 - Love Mummy -
    A mummy joins the heroes. You'd best do what it demands, or it'll cast a CURRRRRSE on you! >:O (!F)
    13 - Dumber Dolls -
    A random combatant jumps off a cliff, hoping to become a Highlander. But the Highlander was just a movie, so the poor fool takes 30 damage. Flip a coin, if heads, his eyes get hurt in the fall and he has to get hard plastic replacements... permanent Blindness. (!D)
    14 - Interfection -
    Three popup ads join the bosses. Oh god, they replicate...! It's popup hell all over again! (!F)
    15 - Bad Replicant -
    Clone a random hero. The clone joins the bosses, but doesn't do much. (!F)
    16 - PDA -
    "I scared them off with my nudity... does that arouse anyone down there?" TSS the Boat Captain arrives in the arena, so we're getting the hell out of here. Arena Change time. (!F)
    17 - Mail Order Bride -
    A Chechnyan prostitute named Svetlana joins the heroes as a traveler. She doesn't know how it all works, so she needs allies to help suggest moves. But if she gets multiple suggestions at once, you'll scare her off! She'll flee the battlefield, and take 2 EXP from each hero. (!F)
    18 - Cybernetic Ghost -
    The arena fills with blood, and the Cybernetic Ghost Of Christmas Past From The Future shows up to tell us why. The explanation takes 50 ticks; Stop all combatants for that long. Ignore safeguards and status protection. (!F)
    19 - Super Computer -
    Magic Ball help Oog live long time! Oog joins as a Berserker. Flip a coin, if heads he's a hero, if tails he's a boss.
    20 - Super Birthday Snake -
    All KO'ed combatants are revived... however, they may only attack the person who killed them. (If they were KO'ed by a hazard, don't revive them.)
    21 - Super Bowl -
    One random hero wins Super Bowl tickets! It works like WaRiOsHaDy's Championship Belt (Bosses History hazard 258); the tickets are redeemable for 5 EXP at the end of the battle. However, other heroes can try to snatch it by attacking whoever holds the tickets. (!F)
    22 - Super Hero -
    OH NO! AN ACCIDENT! One random fighter "accidentally" pours toxic waste on himself, in hopes of gaining super powers. But all he gets for his trouble is three wild surges.
    23 - Super Model -
    The hero with the most HP goes MIA for 31, on a "mission trip" to Guatemala... well, not really. S/he has cheap surgery done, which makes him/her look really bizarre but has no other effect. (!F)
    24 - Super Spore -
    Travis of the Cosmos punctures a random combatant's skull and speaks through them. For 31 ticks, that fighter's actions are controlled by the ref. (If it's already a ref-controlled character, roll for someone else.) (!D)
    25 - Super Sirloin -
    Wow! Look at all the food at 612 Wharf Avenue... spawn 5 Gourmet Race items. But it's disgusting in here, there's flies all over the place! All five food items will poison whoever eats them (in addition to the usual effect).
    26 - Super Squatter -
    The power goes out. Spawn NK*SSBM hazard 31 (Nightshade). (!F)
    27 - Super Trivia -
    Wayne "The Main Brain" McClane does not join the heroes as a Sage. Because he's superior to you in all ways, and he has no time for the likes of you. Too bad. (!F)
    28 - Broodwich -
    The Broodwich cannot be taken apart... well, apparently it can, because all that's left of it are Sun-Dried Tomatoes. Spawn Bosses History hazard 485. ([IU])
    29 - Meatzone -
    One random fighter receives the ability to predict the future! You'll be able to see all damage calculations before actually using an attack. Well, until the next hazard.
    30 - Universal Remonster -
    A random combatant is cloned. The clone is given a mohawk and a wheelchair so that you can tell them apart. (The clone fights on the same team.)
    31 - Total Re-Carl -
    The hero with the least EXP loses his body in a horrific toilet accident. S/he gets a new body... which also comes with a new job class. (!J) (!F)
    32 - Revenge Of The Trees -
    Everyone eats and enjoys a deep fried cow, recovering 40 HP and 20 MP! But the last fighter to move takes the rap for dumping the oil in the forest, and goes to tree jail! (MIA for 21, and reduce HP to 1.)
    33 - Frat Aliens -
    DP and Skeeter crash their car into the arena, causing 30 damage to all. They then drunkenly hit on a random combatant.
    34 - Spirit Journey Formation Anniversary -
    Zakk Wilde is pissed off! He attacks one boss with his axe for 55 damage. (!J) (!D) (!F)
    35 - Kidney Car -
    One random combatant has one of his items totally demolished... whereupon it's given to a random ally.
    36 - The Cubing -
    The Wisdom Cube appears, and shares its wisdom with you all! Will its advice help you defeat the boss?!... Or is it just going to make prank phone calls to random people? (!F)
    37 - The Shaving -
    A random un-scary looking monster totally gibs the shit out of one random combatant. That's an instant KO, and a messy one too.
    38 - The Clowning -
    The hero with the most EXP is given a wig. His job class becomes Mimic. (!F)
    39 - The Dressing -
    A DEADLY WEAPON FALLS TO THE ARENA FLOOR! It's... a laser-guided sock! (1 use)
    40 - THE -
    Conjunctivitis. So much Conjunctivitis... Blind all combatants for 41 ticks.
    41 - The Cloning -
    A cloner appears on the arena floor. You can use it to duplicate items any number of times, but be careful... (!F)
    42 - The Last One -
    Some old foes from the past get together and plot revenge! Roll three Bosses History hazards, and focus them all against the heroes. (!F)
    43 - Video Ouija -
    BillyWitchDoctor joins the heroes as a Witch Doctor. He can try to bring back people from the dead... if by "people" you mean "chickens". (!F)
    44 - Unremarkable Voyage -
    Hey, a shrink ray. What does this button do? *beep* Oops. Tiny status, three random combatants.
    45 - Mooninites 3: Remooned - A bill for 1 EXP appears in the arena. If nobody pays the bill, it will become radioactive, causing incurable, safeguard-ignoring Poison and Seizure to all heroes. (!F)
    46 - Gee Whiz - Ted Nugent shoots 1d5 flaming arrows at a random combatant. Each arrow deals 10 damage and has a 10% chance of burning the target.
    47 - eDork - The last fighter to move gets an eHelmet. It has all sorts of functions... email, text messaging, photography, MP3 player... it can even perform certain RCP functions. The downside? It's so cumbersome, the wearer's Speed is set to 1. It will explode if hit with water, KOing the wearer.
    48 - Little Brittle - A vampire bites the last combatant to move. Reduce them to 1 HP, but they become immortal! Just stay out of the sunlight...
    49 - Robositter - A random combatant is put in the freezer, which is then taped shut. MIA for 21 ticks, and they come back frozen for 11.
    50 - Moon Master - A random hero is declared the Moon Master, and decked out in official Moon Master gear, complete with plastic equipment (Atk and Def +5). However, Gorgotron joins the bosses. (!F)
    51 - Diet - Time for an old-fashioned wager. Who can lose the most weight-- er, HP-- between now and the next hazard? Whichever loses the most HP in that period wins 3 EXP. You can damage yourself if you're greedy, but if you're KO'ed, you're ineligible. (!F)
    52 - Dusty Gozongas - Dusty Gozongas joins as a V.G. Fighter carrying a wrench. Be warned, she's not the smartest person around; you'll be lucky if she even fights at all. Flip a coin, if heads she's a hero, if tails she's a boss.
    53 - T-Shirt of the Living Dead - Giant, fire-breathing Easter eggs in love trample the arena. Flip a coin for each fighter, if heads, reduce HP by half, if tails, reduce MP by half.
    54 - Hypno-Germ - Sniper Tulip joins the bosses as a Sniper, and Zombie Poncho joins the bosses as a Zombie. (!F)
    55 - Carl - The last two fighters to move have their skin torn off. Reduce HP by 75%.
    56 - Dirt Foot - ZOMG DIRT FOOT IS GAY! Pick a random male fighter and flip a coin. If heads, Dirt Foot sodomizes you and causes seven random status ailments. If tails, he just kicks your ass (literally) for 80 damage.
    57 - Boost Mobile - How far does YOUR cellphone reception go? Does it go ALL THE WAY TO THE CENTER OF THE EARTH?! Spawn MMBN hazard 23 (Lava Stage). Soooo... WHERE YOU AT?! (!F)
    58 - ATHF Christmas - A broom appears on the arena floor. You can shove it up an enemy's... uh... rear orifices to paralyze them indefinitely, ignoring safeguard.


    27th Hazard Set: The Really Evil Hazard Set (1d389)
    This is basically a collection of the most powerful hazards in the other sets, as well as my personal favorites.
    1 - Ref's Choice. .... BWAHAHAHAHAHAHAHHHH!!!! Ph33r!!
    2 - Sabin (MUGEN)
    3 - Lavos (Other RPGs)
    4 - WaRiOsHaDy, Dan, and Nesshelper (BOTVGH)
    5 - MetaKnight (MUGEN)
    6 - Odin (Espers)
    7 - Edgar Roni Figaro (Final Fantasy)
    8 - Hurricane the Pidgeotto (Other RPGs)
    9 - 1-up Mushroom (Items)
    10 - Bobomb (Items)
    11 - Magna Centipede (Megaman X)
    12 - Iris (Megaman X)
    13 - Setzer Gabbiani (Final Fantasy)
    14 - The Server Split (Bosses History)
    15 - Time Stopper (Megaman weapons)
    16 - Nu (Other RPGs)
    17 - Poison Mushroom (Items)
    18 - Rydia (MUGEN)
    19 - M. Bison (Final Fantasy)
    20 - Tritoch (Espers)
    21 - Poo (Other RPGs)
    22 - Dalton (Other RPGs)
    23 - The Giant Beer From OldSkooled (Beer)
    24 - Zangief (Street Fighter)
    25 - The Terrible Trio (BOTVGH)
    26 - Bahamut (Espers)
    27 - Shoat (Espers)
    28 - Crusader (Espers)
    29 - Golem (Espers)
    30 - Kefka (Final Fantasy)
    31 - Astro Crush (Megaman weapons)
    32 - Zero (Megaman X)
    33 - Raiden (Espers)
    34 - The Crystal Shards from FF5 (Original) - Grant everyone their power! All fighters have their job class changed!
    35 - Final Fantasy 5 MASTER!!!!!!1111111 (Original) - A random fighter's job class becomes Traveler (100 HP, 100 MP, 13 speed). That fighter can now use ALL of the job class special abilities!
    36 - Neo Exdeath (Final Fantasy)
    37 - Black Mage (Final Fantasy)
    38 - White Mage (Final Fantasy)
    39 - Time Mage (Final Fantasy)
    40 - Blue Mage (Final Fantasy)
    41 - Summoner (Final Fantasy)
    42 - Offering (Final Fantasy)
    43 - Galgarion (RPG World)
    44 - Hanabishi Recca (Flame of Recca)
    45 - Ishijima Domon (Flame of Recca)
    46 - Kirisawa Fuko (Flame of Recca)
    47 - Kurei (Flame of Recca)
    48 - Rui (Flame of Recca)
    49 - Mokuren (Flame of Recca)
    50 - Mori Kouran Hazard 2 (Flame of Recca)
    51 - Neon (Flame of Recca)
    52 - Genjuro Hazard 1 (Flame of Recca)
    53 - Kukai (Flame of Recca)
    54 - Magensha (Flame of Recca)
    55 - Noroi (Flame of Recca)
    56 - Mikoto Hazard 1 (Flame of Recca)
    57 - Mikoto Hazard 2 (Flame of Recca)
    58 - Kamek (the large one) (MUGEN)
    59 - Magus (MUGEN)
    60 - Mai Shiranui (MUGEN)
    61 - Sailor Mercury (MUGEN)
    62 - Morrigan Aensland (MUGEN)
    63 - The Rock (MUGEN)
    64 - Washu (MUGEN)
    65 - Zero (MUGEN)
    66 - Dan (BOTVGH)
    67 - Aster (BOTVGH)
    68 - Tom D (BOTVGH)
    69 - Goshi (BOTVGH)
    70 - Ultima 64 (BOTVGH)
    71 - Martin (BOTVGH)
    72 - Landstander Ryan/MeMyselfAndI (BOTVGH)
    73 - Flarebomb (BOTVGH)
    74 - vs. Surge (Bosses History)
    75 - Dan Hibiki (Street Fighter)
    76 - Rolento (Street Fighter)
    77 - Shin Akuma (Street Fighter)
    78 - Fei Long (Street Fighter)
    79 - Blanka (Street Fighter)
    80 - Mew007 (BOTVGH)
    81 - Yellow Devil (MUGEN)
    82 - Trust No One! (BOTVGH)
    83 - Gater (Megaman Battle Network)
    84 - Anubis (Megaman Battle Network)
    85 - MagicMan (Megaman Battle Network)
    86 - LavaStge (Lava Stage) (Megaman Battle Network)
    87 - Geddon3 (Megaman Battle Network)
    88 - Spice3 (Megaman Battle Network)
    89 - BlckHole (Black Hole) (Megaman Battle Network)
    90 - Meteor18 (Megaman Battle Network)
    91 - Prism (Megaman Battle Network)
    92 - HolyPanl (Holy Panel) (Megaman Battle Network)
    93 - Jealousy (Megaman Battle Network)
    94 - Psycho Shredder (MUGEN)
    95 - Mikoto Hazard 3 (Flame of Recca)
    96 - Bison's "Dolls" (Street Fighter)
    97 - vs. Wrexsoul (Bosses History)
    98 - vs. Odin (Bosses History)
    99 - vs. Katashiro Reiran (Bosses History)
    100 - "A Sorcerer, A Demon, And Emeralds" (Original). The worst Sonic the Hedgehog 'fic ever is displayed on the arena's Jumbotron. All combatants take 75 damage, lose all positive status effects, and get two random bad status effects. Also, flip a coin for each fighter; if heads, fighter becomes Embarrassed (in addition to the other two status ailments).
    101 - Guest Boss (Bosses History)
    102 - vs. Cyber Black Yoshi (Bosses History)
    103 - vs. CPU (Bosses History)
    104 - vs. Smithy (Bosses History)
    105 - vs. Bowyer (Bosses History)
    106 - vs. Cockatrices/Gafgarion (Bosses History)
    107 - vs. Snake and Burner Strike Back (Bosses History)
    108 - Angel Light Red (Deviot) Hazard 2 (Bosses History)
    109 - vs. Kamek's Magikoopas (Bosses History)
    110 - vs. the Summon Script (Bosses History)
    111 - vs. Evil Pikachus (Bosses History)
    112 - Cold Armor (Bosses History)
    113 - Intentional Sabotage (Bosses History)
    114 - vs. Giga Bowser (Bosses History)
    115 - NO CRITICAL?!?!?!?! (Bosses History)
    116 - vs. Numberman EXE (Bosses History)
    117 - vs. Megaman EXE, Protoman EXE, and Bass EXE (Bosses History)
    118 - vs. Metal Bros. (Bosses History)
    119 - You Can't Handle the Neo-Packers (Bosses History)
    120 - YOU SUCK WORSE THAN A DANCER'S STATS!!!!!1111 (Bosses History)
    121 - vs. OmniKnight and OmniMage (Bosses History)
    122 - Listening to dir.txt (Bosses History)
    123 - vs. Dr. Wily Hazard 2 (Bosses History)
    124 - Punch the Cactus (Bosses History)
    125 - vs. Team Rocket (Bosses History)
    126 - vs. the Coin (Bosses History)
    127 - vs. the Dice (Bosses History)
    128 - vs. Gogo (Bosses History)
    129 - vs. M. Bison (Bosses History)
    130 - Cid's Items Destroyed! (Bosses History)
    131 - vs. Team Game & Watch (Bosses History)
    132 - vs. NickServ (Bosses History)
    133 - vs. Orlandu (Bosses History)
    134 - vs. the Tribbles (Bosses History)
    135 - SUMMON: H Cuz (Bosses History)
    136 - vs. Xeboc Hazard 1 (Bosses History)
    137 - vs. Xeboc Hazard 2 (Bosses History)
    138 - vs. Team Mario (Bosses History)
    139 - Boss Battle Begging (Bosses History)
    140 - vs. Chibot (Bosses History)
    141 - vs. Kamek from ChUB (Bosses History)
    142 - vs. Wobbuffet Hazard 1 (Bosses History)
    143 - vs. Smithy Part II (Bosses History)
    144 - vs. Giga Axem Ninjakoopa (Bosses History)
    145 - vs. YOUR MOM (Bosses History)
    146 - vs. Vile MkIII (Bosses History)
    147 - vs. Neo-Kamek's Angels (Bosses History)
    148 - EXP whores! (Bosses History)
    149 - <Knight_Gem> Is it safe? (Bosses History)
    150 - vs. Max300 (Bosses History)
    151 - vs. Grim the Necromancer (Bosses History)
    152 - Fun With Blenders (Bosses History)
    153 - vs. the FF5 Team (Bosses History)
    154 - vs. Team VGMax (Bosses History)
    155 - vs. Mikoto & Mokuren (Bosses History)
    156 - vs. the Sphinx (Bosses History)
    157 - Flying Shin Akuma :O (Bosses History)
    158 - vs. Giga Baby Bowser (Bosses History)
    159 - vs. Surge: Rematch (Bosses History)
    160 - The Girls in Green Debacle (Bosses History)
    161 - vs. the Girls in Green (Bosses History)
    162 - vs. Green Devil (Bosses History)
    163 - vs. Jes/Marril 7 (Bosses History)
    164 - The Silent Strider imploded on himself (Bosses History)
    165 - Pruncuss_Pukuchu (Bosses History)
    166 - WP and his idleness (Bosses History)
    167 - Press 5 if you like Nate (Bosses History)
    168 - vs. Kenshin Himura (Bosses History)
    169 - Smile and Say Cheese (Bosses History)
    170 - p33r me. >:D (Bosses History)
    171 - WaRiOsHaDy's BOTVGH Championship Belt (Bosses History)
    172 - Disk's RPG: vs. Zemos (Bosses History)
    173 - Pop go the eyeballs (Bosses History)
    174 - vs. Life Virus (Bosses History)
    175 - Slot Flood (Bosses History)
    176 - vs. Strago Hazard 1 (Bosses History)
    177 - vs. Strago Hazard 2 (Bosses History)
    178 - vs. the Deadline V2 (Bosses History)
    179 - vs. Hazardman: Revenge of 2001 Style (Bosses History)
    180 - Omega and Shinryuu (Bosses History)
    181 - Mog is the king of DDR (Bosses History)
    182 - Black Mages are fun (Bosses History)
    183 - Protecto (Megaman Battle Network)
    184 - 8-Bit Theater rocks (Bosses History)
    185 - vs. Plant Brain (Bosses History)
    186 - Disk's RM2K-style BOTVGH RPG (Bosses History)
    187 - TRANCE!!!!!!!!!111111 (Bosses History)
    188 - vs. Wild Hazardman (Bosses History)
    189 - You missed the arena floor, dummy (Bosses History)
    190 - vs. KamektheRef (Bosses History)
    191 - That damn Bowser's Castle surge (Bosses History)
    192 - vs. Shin Akuma, Neo-Kamek style (Bosses History)
    193 - vs. HazardGirl (Bosses History)
    194 - Nightmare World + The Silent Strider's Mind = Pain (Bosses History)
    195 - 2.5 speed is still faster than Windows (Bosses History)
    196 - The /sfa3 script (Bosses History)
    197 - vs. the X-Heroes, NK-style (Bosses History)
    198 - Lamer Chemistry (Bosses History)
    199 - Burn and Freeze (Bosses History)
    200 - Call Script War 2, Electric Boogaloo (Bosses History)
    201 - vs. The Early Bird (Bosses History)
    202 - vs. the Son of Sun (Bosses History)
    203 - vs. Super Mario, Round 3 (Bosses History)
    204 - Suck Mage (Bosses History)
    205 - vs. NekoThief (Bosses History)
    206 - vs. Stephen and Dawn (Bosses History)
    207 - the Reversal Wild Surge (Bosses History)
    208 - Too Stupid to Die (Bosses History)
    209 - vs. Team FF9 (Bosses History)
    210 - The #markiors controversy (Bosses History)
    211 - Multiple Geomancers (Bosses History)
    212 - THE REF BARRIER (Bosses History)
    213 - Harem No Jutsu (Bosses History)
    214 - vs. Shit (Bosses History)
    215 - vs. Diskmaster (November 2002, Disk*RPG) (Bosses History)
    216 - Fun with Turn Order (Bosses History)
    217 - vs. Paranoia Survivor (Bosses History)
    218 - Epitaph (Final Fantasy)
    219 - The !useap flood (Bosses History)
    220 - vs. Tantarian, Rematch (Bosses History)
    221 - "I forgot how you're supposed to win" (Bosses History)
    222 - vs. Midas Man (Bosses History)
    223 - Fun with the Ref Control Panel (Bosses History)
    224 - vs. the Ref Control Panel (Bosses History)
    225 - vs. Yaridovich, Mack, and Hammer Brother (Bosses History)
    226 - Ozma (Final Fantasy)
    227 - Freya Crescent (Final Fantasy)
    228 - vs. Master Hand & Crazy Hand (Bosses History)
    229 - Neo-Kamek's Final Challenge (Bosses History)
    230 - vs. Six Generic Villains (Bosses History)
    231 - Millia Rage (MUGEN)
    232 - Necron (Final Fantasy)
    233 - vs. Robo-Ky(s) (Bosses History)
    234 - Bass.EXE (Megaman Battle Network)
    235 - vs. the Navis of the WWW (Bosses History)
    236 - vs. Boss I-No (Bosses History)
    237 - vs. SuperNavi Strider (Bosses History)
    238 - vs. Melfice (Bosses History)
    239 - vs. Virgo's Original Characters (Bosses History)
    240 - Comic 400 (RPG World)
    241 - vs. Skeith Hazard 1 (Bosses History)
    242 - vs. the F-Zero GX Villains (Bosses History)
    243 - vs. Doppelganger Man (Bosses History)
    244 - vs. Millennia (Bosses History)
    245 - vs. DJ Croft (Bosses History)
    246 - Klubba (Donkey Kong)
    247 - The End...? (Donkey Kong)
    248 - The Jagds (Arena Change)
    249 - vs. Judgemaster Cid Hazard 1 (Bosses History)
    250 - vs. Judgemaster Cid Hazard 2 (Bosses History)
    251 - vs. Clan SuparKlan (Bosses History)
    252 - Wild Surge Mania (Original) - ALL SPELLS until the next hazard get added wild surges. (!F)
    253 - vs. Agrias (Bosses History)
    254 - vs. Wild Turkey (Bosses History)
    255 - vs. Ragemaster: Retry (Bosses History)
    256 - Antlion (Final Fantasy)
    257 - Tonberry (Final Fantasy)
    258 - vs. Dr. Wily's X-Heroes Hazard 1 (Bosses History)
    259 - vs. Dr. Wily's X-Heroes Hazard 2 (Bosses History)
    260 - vs. Boo Cuz, FF6-style (Bosses History)
    261 - vs. Llednar Twem (Bosses History)
    262 - vs. Trash Golem (Bosses History)
    263 - vs. the Bob-Omb Brigade (Bosses History)
    264 - vs. Tutankoopa
    (Bosses History)
    265 - Karin Kanzuki (Street Fighter)
    266 - Hideout Helm (Donkey Kong)
    267 - vs. Wario
    (Bosses History)
    268 - vs. Bowser (Bosses History)
    269 - vs. the Many Faces Of Megaman, Hazard 2 (Bosses History)
    270 - vs. the Universal Remote (Bosses History)
    271 - vs. Team Outlaw (Bosses History)
    272 - vs. Dr. Wily's Big Honking Ship (Bosses History)
    273 - vs. Golbez and Summons (Bosses History)
    274 - Timer Mini-Event (Bosses History)
    275 - Atomic Fire (Megaman weapons)
    276 - Gravity Hold (Megaman weapons)
    277 - Auto's Bazooka (Megaman weapons)
    278 - Status Change Chaos Mini-Event (Bosses History)
    279 - Gresply Nekrom (Megaman Battle Network)
    280 - Interfection (Aqua Teen Hunger Force)
    281 - Mail Order Bride (Aqua Teen Hunger Force)
    282 - The Last One (Aqua Teen Hunger Force)
    283 - Progressive Match (Bosses History)
    284 - Mooninites 3: Remooned (Aqua Teen Hunger Force)
    285 - vs. Anti-Whore Hazard 1 (Bosses History)
    286 - Pit Hockey (MegaMan Battle Network)
    287 - Ryu (Street Fighter)
    288 - Ken (Street Fighter)
    289 - Ryu (MUGEN)
    290 - vs. Team Boom-Boom (Bosses History)
    291 - Diet (Aqua Teen Hunger Force)
    292 - Mokuren Hazard 2 (Flame of Recca)
    293 - vs. Iris (Bosses History)
    294 - Resshin (Flame of Recca)
    295 - Kamek the... Pokémon? (BOTVGH)
    296 - The Quest to Save the Past (BOTVGH)
    297 - Heroes vs. Heroes (Bosses History)
    298 - Mini-Event: Find SearchMan! (Bosses History)
    299 - Mini-Event: The Glitz Pit (Bosses History)
    300 - vs. MegaMan and ProtoMan SP... er, Alpha (Bosses History)
    301 - Queklain (Final Fantasy)
    302 - Mediator (Final Fantasy)
    303 - Challenge Flag (Items)
    304 - vs. Minotaur and Omniscient (Bosses History)
    305 - vs. Zombie Jesus and Ghost of the Easter Bunny (Bosses History)
    306 - vs. Afro Batman and Robo-Jesus Hazard 1 (Bosses History)
    307 - vs. Afro Batman and Robo-Jesus Hazard 2 (Bosses History)
    308 - Cidolfas Orlandu (Final Fantasy)
    309 - Meliadoul Tingel (Final Fantasy)
    310 - vs. Groggy Monsters Hazard 1 (Bosses History)
    311 - Four Fiends Endurance (Bosses History)
    312 - Rusty Hacksaw (Bosses History)
    313 - vs. the Specialist Squad (Bosses History)
    314 - Nelveska Temple Battle (Bosses History)
    315 - Wasted Trances (Bosses History)
    316 - vs. the Specialist Squad Hazard 2 (Bosses History)
    317 - vs. Miranda, Round 3 (Bosses History)
    318 - Hard Mode Arena (Arena Change)
    319 - vs. Magus ('05 edition) (Bosses History)
    320 - vs. Wart (Bosses History)
    321 - The Mysidian Twins (Final Fantasy)
    322 - Evil Pie (Bosses History)
    323 - Cactuar Brigade (Bosses History)
    324 - Brick Thinks (Bosses History)
    325 - vs. the Whiny Politician (Bosses History)
    326 - Glitch materia (Materia)
    327 - Wild materia (Materia)
    328 - X-Hero materia (Materia)
    329 - vs. Surge ('05 edition) (Bosses History)
    330 - vs. GolemTrio (Bosses History)
    331 - vs. Evil Genius Belichick (Bosses History)
    332 - Belome (Other RPGs)
    333 - Bowyer (Other RPGs)
    334 - Punchinello (Other RPGs)
    335 - Yaridovich (Other RPGs)
    336 - Jinx (Other RPGs)
    337 - Culex (Other RPGs)
    338 - Axem Rangers (Other RPGs)
    339 - Popple (Other RPGs)
    340 - Invincishroom (Other RPGs)
    341 - Crystal King (Other RPGs)
    342 - Chet Rippo (Other RPGs)
    343 - Star Rod (Other RPGs)
    344 - Flurrie (Other RPGs)
    345 - Rogueport (Other RPGs)
    346 - TEC (Other RPGs)
    347 - Beldam (Other RPGs)
    348 - Macho Grubba (Other RPGs)
    349 - Doopliss (Other RPGs)
    350 - Smorg (Other RPGs)
    351 - Grodus (Other RPGs)
    352 - Ayla (Other RPGs)
    353 - Queen Zeal (Other RPGs)
    354 - Ozzie (Other RPGs)
    355 - Pit of 100 Trials (Other RPGs)
    356 - Flea (Other RPGs)
    357 - Ness (Other RPGs)
    358 - Shadow Queen (Other RPGs)
    359 - vs. Team SOLDIER (Bosses History)
    360 - Inc's White Stuff (Bosses History)
    361 - vs. the Anti-Whore V2 (Bosses History)
    362 - Chemist Endurance (Bosses History)
    363 - Yuffie Kisaragi (Final Fantasy)
    364 - vs. Ranger Death Squad (Bosses History)
    365 - Ranger Deth Squid (Bosses History)
    366 - vs. Team Dumb Luck, et. al. (Bosses History)
    367 - vs. Zombie Jesus & Fallen Angels (Bosses History)
    368 - Boggy B (MUGEN)
    369 - X-Heroes vs. Kamek & Kefka (Bosses History)
    370 - Zeromus (Final Fantasy)
    371 - vs. Godo (Bosses History)
    372 - vs. Count Down (Bosses History)
    373 - Homing Sniper (Megaman weapons)
    374 - Wave Burner (Megaman weapons)
    375 - Lightning Bolt (Megaman weapons)
    376 - Confusion Means Glitchfun (Bosses History)
    377 - Giygas kills the Ref... or not (Bosses History)
    378 - Unholy Blue Aura (Bosses History)
    379 - Shin Akuma in a Tutu (Bosses History)
    380 - vs. Hoggmeiser (Bosses History)
    381 - vs. Auto Generic Maker Hazard 1 (Bosses History)
    382 - Imbalance is funny (Bosses History)
    383 - Mega Man X (Megaman X)
    384 - Sigma (Megaman X)
    385 - Vile (Megaman X)
    386 - Dr. Doppler (Megaman X)
    387 - Blaze Heatnix (Megaman X)
    388 - Infinity Mijinion (Megaman X)
    389 - Weapons Center (Arena Change)


    28th Hazard Set: Triple Trouble! (3d1585)

    Spawns THREE hazards from the Master List. If this is summoned and focused by a Geomancer or similar class, they may pick ONE of the resulting hazards to focus, but may not focus all three.

    29th Hazard Set: Grab Bag (1d24)
    The ref has his own favorite hazard sets... both his own sets, and other people's.
    1 - Ref's Choice. Yeah, like you're surprised. (!F)
    2 - My Really Evil set. The worst hazards H Cuz/KamekTheRef has to offer.
    3 - Neo-Kamek's Really Evil set v2.0. The worst of the bunch. Neo-Kamek style. (!F)
    4 - Incardine's Really Evil set v2.0. Mostly ripoffs of Neo-Kamek's, but there's some original stuff here too.
    5 - Flame of Recca. KtR's "other" evil set.
    6 - #BOTVGH_Bosses History. 600+ hazards and counting!
    7 - Interruptions Hazard. Yup. (!F)
    8 - Dance Dance Revolution (Neo-Kamek's). I'm the only official ref who doesn't play DDR. Gotta love the hazards, though.
    9 - Zero/Mina (Incardine's). I've created a monster. Incardine made the Zero/Mina series (written by Dan, Carter and me) into a hazard set.
    10 - Demented Cartoon Movie (Neo-Kamek's). Instant KOs, ref bombs, downright strange stuff, and of course, the ZEEKY WORDS!
    11 - Triple Trouble. Pray. Now.
    12 - Street Fighter. Shin Akuma is the heavy hitter in here, but don't underestimate the other fighters.
    13 - Megaman Battle Network. Damn good game series from Capcom. The hazards ain't too bad either.
    14 - Final Fantasy (mine, not NK's). Believe it or not, this set is more benign than most. Relatively speaking, anyway...
    15 - Guilty Gear XX (Darkheart's and mine). Darkheart was nice enough to send these along. Well, nice for me, but not necessarily for you! XD
    16 - 8-Bit Theater (Neo-Kamek's). Best spritecomic EVAR. 'Nuff said.
    17 - Quotable (Neo-Kamek's). Flip a coin. If heads, roll for a Kammy's Quotes hazard; if tails, What You Say!
    18 - Sailor Moon (Canadian Yosheh's). CY's hazard set... MOON SPIRAL KICK-YOUR-ASS-DOKEN!!
    19 - HC/TD In-Jokes. Defunct? Not on my watch.
    20 - Winamp. And unlike NK and Incardine, this will almost never bring up a DDR-themed hazard. (This brings up a hazard based off the ref's current music.)
    21 - Items (HC's). I didn't like this set much until the November '02 revamp. Now, here it is in the Grab Bag.
    22 - Arena Change (HC's). Will it be a good arena? Or a bad one? Or an outrageously strange one? (!F)
    23 - Donkey Kong. From the arcade game all the way through the SNES trilogy and the N64 game, we've got all the bases covered.
    24 - One Piece (/onepiece). Carter's One Piece hazards! Are YOU going to become the King of Pirates?!

    30th Hazard Set: Arena Change (1d34)
    New combatants, new rules, new hazards... this hazard set is wacky.
    1 - The Silent Strider's Mind - All hazards Triple Trouble, all spells have added wild surges. (!F)
    2 - The ARENA OF EVIL (aka Nightmare World) - Hazard Mania mode, all hazards Really Evil. (!F)
    3 - Bowser's Castle - Thwomps come down after every move (30 damage, 15% chance of Tiny), 25% of all items land in the lava and cannot be recovered. (!F)
    4 - The Storehouse - Every time a hazard occurs, 1d5 items land on the arena floor. (!F)
    5 - The Whoring Arena - See #BOTVGH_Bosses History 376. (!F)
    6 - Training Dojo - Each fighter gets the skills of his level's fist-fighting class (so Level 1 fighters get Multistrike and Strike-All). All Monks etc. get indefinite Attack Up and Accuracy Up. (!F)
    7 - Switch Palace - The weirdest arena of them all... infinite P Switches appear on the floor, for fighters to hit or not as they please. (!F)
    8 - Race Track - All fighters get indefinite Haste. (!F)
    9 - The Endless Arena - There are no boundaries here. The MP limit and critical rule are waived, and any fighters may charge up to Level 5. (!F)
    10 - Shoujo Arena - See #BOTVGH_Bosses History 185. (!F)
    11 - Goshi's Mind - All combatants get Dual Wield and the Throw Item ability. All ninjas/shinobis/assassins/outlaws get indefinite Haste and Quick. (!F)
    12 - Tom D's Mind - Roll 1d10 at the start of each player's turn. For every 1, a zombie wanders into battle and joins that player's team. (!F)
    13 - The Government's Top-Secret Lamer-Manufacturing Facility - DEAR GOD NO. (!F)
    14 - The Arena of Drowned MagiKoopa - The hazards are changed to KtR's super-secret Jyuusenkyou Springs set!! (!F)
    15 - Low-G Arena - Jumps last 6 ticks instead of 3, and all physical attacks are only half as effective due to low gravity. (!F)
    16 - High-G Arena - Jumps last just 1 tick instead of 3, and all physical attacks are twice as effective due to heavy gravity! However, all Accuracy drops by 30%. (!F)
    17 - Gaseous Swamp - All fighters are poisoned indefinitely and get seizures. (!F)
    18 - Mekanos Forest - A giant ripsaw is tearing into the arena, so you'd best be on your toes! If you take more than 2 minutes for your turn, the ripsaw deals 50 HP damage and your turn is lost. (!F)
    19 - BOTVGH Arena - The default arena. If you're already in this arena, spawn a climate change. (Climate changes are not listed in the Kode; most of them either drop a certain stat by 15 points, or force everyone to jump/dig on their next turn.) (!F)
    20 - Qu Marsh - 20 frogs hop around, and if you wish you can try to catch them (60% odds). If you (as a team) catch 5 you'll be rewarded! Also, spawn Final Fantasy hazard 41. (!F)
    21 - OldSkooled - All hazards are of the Giant Beer variety. (!F)
    22 - The Internet - NetNavi chip effects are doubled, and all hazards are Megaman Battle Network. (!F)
    23 - Dream Land - Kirby joins the heroes as a Dreamlander, Meta Knight joins the bosses as a General, and five Warp Stars appear. (!F)
    24 - Rune Arena - All spells have a 40% chance of being absorbed by Runic. (!F)
    25 - Gangplank Galleon - Heroes beware: King K. Rool is out to kick your asses! At every hazard, spawn Donkey Kong hazard 21 (in addition to the usual random hazard). (!F)
    26 - Classic Arena - All CT set to zero, all speed set to 10, Haste/Stop/Slow invalid. (!F)
    27 - Bowser's Doom Ship - Mario and Luigi join the heroes as Travelers, Bowser joins the bosses as an X-X-Traveler with three Koopa henchmen, and hazards alternate between Items and SSBM Items. (!F)
    28 - PG-Rated Arena - Swearing, off-color remarks and the like are forbidden. (!F)
    29 - Cave Magnes - All Metal status is accompanied by Stop. Also, everyone EXCEPT the monk line of job classes (which fights barefisted) gets Atk and MAtk Down as they're forced to use weaker equipment, and EVERYONE gets Def and MDef Down. All of this ignores safeguard.. (!F)
    30 - Ipsen's Castle - Everything here is topsy-turvy! While in this arena, reverse the effects of all hazards and wild surges. (!F)
    31 - The Jagds - In the Jagds, lawlessness reigns and nothing can prevent true death. In this arena, anyone who is KO'ed is sneezed immediately and earns no EXP. (!F)
    32 - Easy Mode Arena - All bosses lose half their HP and MP, and all heroes (including KO'ed ones) are fully restored. However, the EXP reward decreases by one! (!F)
    33 - Hard Mode Arena - All heroes lose half their HP and MP, and all bosses (including KO'ed ones) are fully restored. However, the EXP reward doubles! (!F)
    34 - Weapons Center - Infinity Mijinion's stage from Mega Man X6, featuring... Illumina! Spawn Megaman X hazards 34 and 35, with permanent effect. (!F)

    666 - Guest Hazard Arena
    - Ref bomb is spawned immediately. (!F)

    PART 7: VARIOUS INFORMATION

    Links
    (The Lingo) (Strategy) (Black Magic) (White Magic) (Time Magic) (Blue Magic) (Summon Magic) (Skills List)

    The Lingo
    All sports have their own unique terms, jargon, and verbiage, almost like another language. The arena is no different.
    Rasp - The most efficient way to damage enemy MP. Usually, you cause 1 MP damage for every MP used. The term originated in Final Fantasy 6, where it was a magic spell used to attack enemies' MP.
    Osmose - A technique that damages enemy MP and recovers your own. The more MP the caster is missing, the more MP this spell drains. The term originated in Final Fantasy 6, where it was a magic spell. Also known as Psych.
    Meditate - A technique that recovers 10% of your MP max. I'm not sure where the term originated, but Diskmaster was the first to use it in the arena.
    Explosion - Removes you from battle, using all your HP and MP to damage the target. Used to be extremely powerful, but has been severely toned down.
    Sacrifice - Removes you from battle, using all your HP and MP to heal the target.
    Scan - A magic spell that shows the HP, MP, and other status of the target.
    Swift - Named after the Pokémon move, this attack costs 1 MP and deals half physical damage to the target. It's notable because it NEVER misses, unless the caster is blinded.
    Basic Skills - The skillset that all fighters have, regardless of job class. Basic skills include things like basic physical and magical attacks, healing, picking up and using items, that sort of thing. However, few people realize that the basic skillset is a broad one which also includes things like status effects and revival. The term "Basic Skill" is derived from Final Fantasy Tactics, where it was the name of the Squire's skillset.
    Fight - The most basic of basic skills. "Fight" usually refers to a standard physical attack.
    Turn Cycle - The time it takes for everyone to get a turn, usually about 10 ticks.

    Tick - The standard arena time unit.
    Turnout - The number of heroes who show up and join when the battle starts. If turnout is too low, the ref will cancel the battle; if turnout is too high, things get chaotic. Ideal turnout is 6 or 7 heroes, my absolute minimum is 3, and maximum is 10.
    Guest Boss - Usually the boss is controlled by the referee; if someone else is playing the boss, it's a "Guest Boss". As a whole, guest bosses are tougher to beat than ref-controlled bosses. After some clashing egos and disasters, guest bosses no longer occur in my system.
    Dan Boss - A type of guest boss. Because of a variety of reasons (general incompetence, hazards, inflated stats, heroes leaving early), Dan (the shorts guy) has racked up over 20 wins as a guest boss, losing only once. Dan Bosses have had a reputation for being incredibly tough to take down, often having multiple attack phases.
    Joker - There are two types of jokers: the unbeatable jokers who are impossible to defeat, and the unloseable jokers who are impossible to lose against. An unbeatable joker might have an attack that deals 9999 damage to all fighters, ignoring critical; an unloseable joker would be a Goomba. If a boss is a joker, the ref will tell you so before the fight starts. Accusing normal bosses of being unbeatable jokers is an easy way to get the ref angry at you. Also known as "OMG BOOS JOKAR"
    Arena Barrier - An impenetrable barrier that separates the combatants from everyone else. This prevents late joins, crowd intervention, and the like.
    Ref Barrier - An impenetrable barrier that protects the referee from anything and everything. For this reason, attacking the ref is strongly discouraged.
    Learn/Teach Magic - Refers to the acquisition of blue magic.
    Blue Magic Session - A battle where all combatants use job classes that can learn blue magic. The players don't necessarily try to beat the boss; instead, the objective is to learn as many spells as possible.
    Rare/Unique Rages - Special "gimmicky" techniques that are only used by a certain boss. If you want the Rage, you'll only get one shot at it, unless there's a rematch against that boss later on.
    Ref Assistance - Indicates that the referee had a huge stake in the battle's outcome, often by blatantly rigging coin flips and/or hazards.
    Sneeze - Removal from battle. The term originated in Final Fantasy 6, where Chupon used this technique.
    Piercing damage - Damage that ignores defensive status, like Auras and Metal. An example is the blue magic spell "Goblin Punch".
    MP Limit - To keep the players' power in check, there's a cap on the amount of MP you can use to attack. In my battles, the limit is 20 MP; using any more will usually backfire horribly. There are exceptions (Flare, Ultima, Hastega, blue/summon magic, etc.), and the limit does not apply to healing magic.
    Random Effect - Usually refers to one or more wild surges (see below).
    Wild Surge - A random effect. It generally appears along with a magic spell, so many of these specify a caster and/or a target. Wild surges may cause extreme damage or healing; good or bad status; it may spawn new combatants or hazards, or affect someone's EXP or blue magic; it may not even affect the battle at all. Wild surges usually occur if a wild mage, Magikoopa-in-training, or Sorcerer has trouble getting a spell off. I recently found out that wild surges are used in games like AD&D, so I'm assuming that's where Neo-Kamek (the first ref to use wild surges) got the concept. As wild surges are supposed to be random, I don't have them listed anywhere, but let's just say there are over 1400 of them (and counting).
    Absolute-Target Wild Surge - There are two kinds of wild surges. One of them always works the same; it affects the same person or people each time. Some examples include: "Three random hazards spawned", "Caster and target destiny-bonded", "Critical rule toggled", "Bananas in pajamas stampede through the arena", and "Spell is casted repeatedly until caster runs out of MP or ref gets bored".
    Random-Target Wild Surge - The second kind of wild surge specifies its target... but that target is different each time. Examples include "[Caster]'s speed halved", "[All heroes] falls into a vat of chocolate pudding", "[The fighter(s) with the least MP] Safeguarded", "[A random boss]'s speed becomes negative", and "[Anyone with P in their name] gains the ability to juggle spoons with his/her toes". You can tell these kinds of surges, because the randomly-selected target is shown in brackets. Possible targets of these surges include: [Caster], [Target], [Caster & Target], [A random hero], [A random boss], [All heroes], [All bosses], [All combatants], [The ref], a random call script character, [A random spectator], [YOUR MOM], [Anyone with (random letter) in their name], [The fighter(s) with the most HP/MP/CT/EXP/Trance value], and
    [The fighter(s) with the least HP/MP/CT/EXP/Trance value]
    Xybersurge - An ungodly high number of wild surges thrown all at once. (For instance, a blue mage using Osmose with 15 added surges.) A Xybersurge will usually screw up a battle in unimaginable ways, and there's potential for people to gain/lose massive EXP and such... but damn, it's fun to do. Added Wild Surge now works differently than it used to, so it's impossible to throw a Xybersurge at will. They can still occur randomly, though...
    Wild Surge Battle - A special kind of battle, in which combatants can do nothing but spawn wild surges. There are special rules for wild surge battles: for example, other people may use their own surges, and changes to EXP/blue magic/etc. are not permanent. Wild surge battles are strictly for fun and no EXP is earned from them.
    Surge Word - Sometimes, a hazard, a summon or a boss will set a "surge word". Whenever this word is said by a combatant, a wild surge occurs with that fighter as both caster and target. Usually it's a fairly commonly-uttered word like "turn" or "hazard" or "attack". Non-combatants who abuse the surge word will be ignored at best, and sometimes kicked out. As is usually the case with wild surges, it's generally a good idea to avoid using the surge word unless you're in really bad shape and can't get boned much worse. Since surge words lead to refbombs 90% of the time, there are usually certain measures taken to keep things from getting out of hand.
    Glitches and Glitched Abilities - If you look in the blue magic list, you may notice a couple spells have "?" on the end. That means that the skills are glitched, and might not go off as planned. Possible glitches include: "Spell canceled", "spell effect reversed", "targeting reversed", "spell canceled and wild surges spawned", "spell canceled and interruption hazard spawned", and "spell canceled and ref bomb spawned". The chance of the spell going off normally are just 30%.
    Interruptions Hazard - These are hazards that add a new boss character; a character so powerful, all previous bosses become your allies. The big Interruptions Hazard in my system is Shin Akuma (Street Fighter hazard 1), but there are many others. NOTE: If an interruptions boss is already in play, and another interruption hazard comes up, the new enemy will replace the old one. The old interruption doesn't join you.

    Rejected Hazard - If the ref doesn't like a hazard, he can reroll it. There are a few possible reasons for this. It might drag out the battle too long, or end it prematurely. It may have already been used earlier in the battle. (When you have 1400+ to choose from, repeat hazards are annoying.) It might be a guest hazard that's incompatible. And yes, the ref IS allowed to reject Geomancer-borne hazards. Wild surges can be rejected, but they cannot be rerolled unless otherwise specified.
    Guest Hazard - Anyone else's hazards, usually Neo-Kamek's, Incardine's, or Canadian Yosheh's.
    Hazard Mania - Indicates a hazard after every turn. Used often for sudden death situations.
    Wild Surge Mania - Indicates a wild surge tacked onto every spell or action.
    Hazard Slash - A rarely-used technique; this is a basic physical attack, but if it hits, it causes the hazard bar to increase more than usual. If you desperately need the hazard bar to fill up for some reason, this is the next best thing to having a Geomancer or something similar on board.
    Class Lines - A group or series of job classes with the same abilities. For instance, the Ninja class line includes Ninja, Shinobi, Assassin, and Outlaw. All of these classes specialize in throwing items and evading attacks.
    Ref Control Panel (RCP) - A strange device which allows the ref to run battles. Each official referee has his own RCP, with its own commands and features. The Control Panel, like the ref himself, is shielded and hence immune to damage. Only KtR has the knowledge necessary to operate his Control Panel properly. The RCP is key to maintaining order in a fight, and if it were to fall over or something, screwy things could happen. The RCP is also a euphemism for the IRC script that I use; if "the RCP can't handle" something, such as a fighter with 0 Defense or Magic Defense, that means it's not supported by the script. The RCP also generates the Arena Barrier and the Ref Barrier.
    Wasted Trance - Players will talk about "wasting their trance" all the time... a blue mage who trances but doesn't learn any new magic, for example. For arena purposes, your trance is "wasted" IF AND ONLY IF you do not receive ANY turns while in Trance. If your Trance is wasted, you can be compensated by either getting 1 EXP, or having your trance gauge saved at 8 (instead of 0). The definition of Wasted Trance is the same, REGARDLESS of what kinds of trance skills you have.
    Half-Wasted Trance - If you get a turn while in trance, but lose it to a status effect (Paralysis, Confusion, Berserk, etc.), you are compensated by having your trance gauge saved at 6. Beware, this only applies if you can't act. If you're using a magic-using class, and you lose your Trance to silence, you're out of luck as far as compensation goes! The same applies if you're turned into an imp, embarrassed, or whatnot.
    Wasted Battle - A battle in which you receive no turns at all... either the battle ends really quickly, or you get KOed really early. If your battle is "wasted", you're compensated with 3 EXP.
    Half-Wasted Battle - Same as the Wasted Battle... except you get turns, but lose them to status effects like Paralysis. This is compensated with 2 EXP. As with the Half-Wasted Trance, silence, imp, and the like don't count.
    Deathproof - To keep the battles challenging, most major bosses cannot be killed in one shot. They are immune to one-hit kill attacks and hazards; they cannot be sneezed; and they're immune to Petrify and Death Sentence. Such bosses are referred to as "Deathproof bosses".
    Complete Immunity - Most major bosses are Safeguarded. However, Safeguards still have a small chance of failure, and some moves can penetrate Safeguards. Some bosses will be completely immune to certain status effects, even if Safeguard fails; for instance, a boss who relies heavily on magic will be completely immune to Silence, and thus, cannot be Muted by ANY means. Most major bosses are completely immune to Sleep, Stop, Imp, Embarrassment, MIA, Death Sentence, and Petrification.

    Ref Bomb - The battle ends instantly without a result; see Part 9.

    Strategy
    Tips from the ref himself. If I battled as a hero in my own system, this is what I would do. :P
    Scan. Just knowing the enemy's HP/MP levels is useful to know what kinds of techniques you should use against him. You can also find out hidden weaknesses and the like.
    The X-Factor. Even the most carefully-planned strategy can go up in smoke if you don't account for the hazards. Keep an eye on the HZ gauge.
    Conserve your power. Classes like Black Mage and Summoner are big on damage, but they tend to squander MP early. Save your Flares and your Bahamuts, you never know when you might need one late. This holds especially true if the boss has no MP, since Osmose is rather vital for keeping your MP up.
    Luck of the Draw Depending on the chips you draw, NetNavis and Robot Masters can be absurdly powerful or exceedingly weak. I'd advise you to limit yourself to one (maaaybe two) Navis on a team. Any more, and you open yourself up for disaster.
    Forces of Nature? Hazards and wild surges can be your best friend or your worst enemy. The geomancer's ability to focus hazards makes it, potentially, one of the most powerful classes in existence.
    Seizures. Get rid of them ASAP. Otherwise, it's too easy for an enemy to knock you to 1 HP, then let the seizure finish you off. Poison is a bit more random, but also dangerous if left alone.
    Pay Attention! I can't stress this enough. I've seen so many people do stupid things (casting Flare on a boss with Reflect, attacking enemies who are KO'ed or airborne or MIA, healing people who don't need it, etc.). There are also ploys for catching people off guard... hazards that penalize you for saying/doing certain things, hazards based on idle time. Making critical mistakes is grounds for EXP loss. This is especially important if you have interrupt skills such as Block or Runic.
    Ultimate Magic The ultimate magic spells are Ultima and Meteo. They both cost 70 MP. Remember, Ultima punishes large groups; Meteo is a multi-hit attack, and works best against a single enemy. Also, Ultima is based on MAtk/MDef, while Meteo deals fixed damage.
    Trance Your trance gauge carries over from battle to battle. If you start a fight near Trance, use a job class with good trance commands. (Shinobi and Geomancer, for instance, are two classes that become positively NASTY when in trance.)
    Item Distribution Items don't come up often. Chemists can make good use of items by combining, but they already have an Item Box... Ninjas, however, don't have a built-in item supply. The item-throwing jobs tend to be at their best when they're throwing things, so try to get them the items when they do appear. This is especially true of big hurty-looking items (like pianos).
    The Ref's Ruling Never, EVER argue with the referee.
    Interruptions Hazards AAAAHHH!! WE'RE DOOMED!! Not quite. Those bosses that become allies are crucial to victory. Help them out. Haste, Regen, Life 3, stat boosters, Metal, whatever you got. Even Shin Akuma is outmatched against a pumped-up boss.
    Keep Your Cool Keep your tempers in check and leave your ego outside. I've had to ref bomb more than once because of flame wars and the like. Oh, and no whining. I can't stand whining.
    Hazard Focus As a geomancer, it's tempting to focus the Really Evil set, Flame of Recca set, and the like. However, those sets contain a lot of hazards that are in no way beneficial. Rerolls cost MP. Stick to more standard hazard sets (the Esper set is good for focusing). And never, EVER summon a Really Evil hazard without focusing it. Oh yeah, ref's choice can't be focused.
    Auras Auras are almost never a bad idea. Even if a powerful boss can break them easily, at least it's a turn where the auras are taking the damage and not you!
    Surges 'N' Such Wild surges are a totally random factor, and as such, they benefit the underdog. The bosses, who are outnumbered and usually out-strategized, are generally the underdogs. Save your surges for desperate situations. Opening-round wild surges are a bad idea; a friend of mine did the math. Even though Added Wild Surge has a practical use now (boosting spell power), the surges are as unpredictable and as dangerous as ever... if you plan to throw them around, you'd better check with your allies first.
    Targeting If the boss has a plan and you're a threat to that plan, chances are you're going to eat a lot of attacks early on. For instance, if the boss wants to become Metal, and you have Status HaXX0r or Carter's Technique, you'd better have someone healing you. All other things being equal, bosses will usually go after the soft squishy types -- like mages -- first.
    Finish The Job If everything is going your way and the boss is in deep shit with no foreseeable way out, don't drag out the battle by fucking around. If the boss thinks you're not taking it seriously anymore, it will trance immediately, and you'll wish you'd killed it when you had the chance.
    Bad Status Sure, most bosses worth their weight will be Safeguarded. But some job classes can bypass safeguard and inflict badstats anyway. Adding Confusion or Paralysis can buy you some time, especially if a boss has little or no support.
    When to Leap Once you have access to Psycho Veldt Kid, it's usually pretty poor to Leap off the bat; 31 ticks is a long time to be MIA. If you're going to Leap, try to do it near the end of the fight. That way, you can pull your own weight in the battle itself. If you seek multiple Rages from one battle, and thus have to Leap early, let your teammates know that they're basically going to be down a man for the fight. If you're the last one left, and you have no chance to save your team from the jaws of defeat, you might as well salvage what you can and get a Rage for use in the future.
    Rages to Get Don't go for a Rage unless you plan to use it... remember, you can only have 20 at a time! Remember that just because a Rage is rare, doesn't necessarily mean it's useful. In fact, some of the most useful Rages are Kode skills (Ultima, Phoenix, Haste 2, etc.) and are frequently available.

    THE MAGIC LIST
    Note that these are just the spells in my various scripts. You can cast other magic as well. Some of these are not normally castable.

    Black Magic
    Most of these deal damage or harmful status effects.
    Fire. Deals fire damage to one or more targets (10 MP)
    Fira/Fire 2. Deals moderate fire damage to one or more targets (25 MP; not normally castable)
    Firaga/Fire 3. Deals heavy fire damage to one or more targets (40 MP; not normally castable)
    Blizzard/Ice. Deals ice damage to one or more targets (10 MP)
    Blizzara/Ice 2. Deals moderate ice damage to one or more targets (25 MP; not normally castable)
    Blizzaga/Ice 3. Deals heavy ice damage to one or more targets (40 MP; not normally castable)
    Thunder/Bolt. Deals electrical damage to one or more targets (10 MP)
    Thundara/Bolt 2. Deals moderate electrical damage to one or more targets (25 MP; not normally castable)
    Thundaga/Bolt 3. Deals heavy electrical damage to one or more targets (40 MP; not normally castable)
    Poison. May add poison to one or more targets (7 MP)
    Flare. Deals 100-200 HP non-elemental damage to one target (35 MP; only castable by certain job classes)
    Ultima. Ultimate magic; deals insane non-elemental damage to all targets and cannot be Reflected. (70 MP; only castable by certain job classes).
    Bio. Deals moderate non-elemental damage and may give the target(s) a seizure (18 MP; not normally castable)
    Doom. Has a chance of instantly reducing the target's HP to 0 (15 MP; only castable by certain job classes)
    Break. Has a chance of instantly petrifying the target (10 MP; only castable by certain job classes)
    Drain. Caster absorbs HP from the target. Works in reverse on undead targets. (5+ MP; only castable by certain job classes)
    Osmose. Caster absorbs MP from the target. Take the caster's max MP minus their current MP, divide by 2, and roll 1d(that number) to determine the MP drained. Works in reverse on undead targets. (1 MP)
    Quake. Deals heavy earth damage to all combatants (30 MP)
    Sleep. May put the target to sleep (18 MP)
    Rasp. Attacks the target's MP (1+ MP)
    Merton. Causes insane fire-elemental damage to all combatants (52 MP)

    White Magic
    Defensive magic. Many of these are used for healing.
    Cure. Recovers the HP of the target(s)/damages the undead (8 MP)
    Cura/Cure 2. Recovers the HP of the target(s)/damages the undead (18 MP)
    Curaga/Cure 3. Recovers the HP of the target(s)/damages the undead (36 MP)
    Cure 4. Recovers the HP of the target(s)/damages the undead (55 MP)
    Life. Revives a dead target with a few HP. Unlike in Final Fantasy, you CANNOT use Life to instantly KO an undead combatant. (10+ MP)
    Full-Life/Life 2. Revives a dead target with full HP (MP cost varies, but is generally too high to be cast normally)
    Auto-Life/Life 3. Target instantly recovers from KO (50 MP for most classes)
    Mute. Target(s) may become mute (7 MP)
    Protect/Safe. Target's physical defense increases (7 MP)
    Shell. Target's magic defense increases (7 MP)
    Esuna/Remedy. Target's abnormal status is healed (usually 7 MP)
    Holy. Deals heavy holy damage to one target (50 MP; only castable by certain job classes)
    Scan. Reveals target's HP/MP/etc. (3 MP)
    A-Fire. Protects your team from fire attacks (10 MP; not normally castable)
    A-Ice. Protects your team from ice attacks (10 MP; not normally castable)
    A-Bolt. Protects your team from electrical attacks (10 MP; not normally castable)
    Mini/Size. If successful, target receives (or is cured of) "Tiny" status (24 MP)
    Blind. If successful, target becomes blinded (7 MP)
    Bserk. Target goes into a blind, uncontrollable rage; power increases (7 MP)
    Restore. Full HP and status recovery to one target. Works on both living and KO'ed combatants, but not on the undead. (20 MP; only castable by certain job classes)
    Dispel. May remove good status from the target (usually 7 MP)

    Time Magic
    Mostly speed-based magic, with a few status effects and offensive techniques thrown in.
    Haste. Target's speed increases by 50% (7 MP; only castable by certain job classes)
    Slow. If successful, target's speed decreases by 30% (7 MP; only castable by certain job classes)
    Hastega/Haste 2. Targets' speed increases by 30% (30 MP; only castable by certain job classes)
    Slowga/Slow 2. If successful, targets' speed decreases by 50% (20 MP; only castable by certain job classes)
    Stop. Target's ATB stops (14 MP; only castable by certain job classes)
    Rflect. All magic directed at the target is reflected (7 MP)
    Quick. Target may take consecutive turns (30 MP)
    Regen. Target gradually recovers HP (7 MP)
    Vanish. Target becomes invisible and hence immune to physical attacks (7 MP)
    Float. Target becomes immune to earth-element attacks (10 MP; not normally castable)
    Comet. Target takes 50-80 HP non-elemental damage (20 MP; only castable by certain job classes)
    Meteo. Five Comet spells strike random enemies (70 MP; only castable by certain job classes)
    Wormhole. Creates a wormhole that can be used for time traveling. (10 MP;
    only castable by certain job classes)
    X-Zone. May send target to another dimension. If target cannot be removed from battle, acts like either Demi or Quarter (35 MP; only castable by certain job classes)
    Demi. Has a chance of reducing the target's HP by 50% (22 MP; not normally castable)
    Quarter. Has a chance of reducing the target's HP by 75% (32 MP; not normally castable)

    Blue Magic
    These are specialized enemy techniques, but they can be learned (and used) by certain job classes. There's offensive and defensive magic in here.
    Script Blab. Target receives one status boost and one status ailment. (20 MP)
    Flash Video. Up to three combatants recover 100 HP but receive two status ailments. (30 MP per target)
    Forest Waltz. Target receives a random status boost. (12 MP)
    Acid. Target receives a random status ailment. (12 MP)
    Death Claw. Causes random damage (up to 500 HP) based on the target's max HP. 25% chance of adding paralysis. (54 MP)
    Moon Flute. All allies or all enemies (your choice) go Berserk. 50% chance of success. (18 MP)
    Hyper Boost. Target receives Defense Up, Magic Defense Up, and Haste. (20 MP)
    Dischord. Target receives Defense Down, Magic Defense Down, and Slow. (20 MP)
    Reflect??? Any combatants with Reflect take magic damage and receive two random status ailments. (16 MP)
    100 Needles. Deals 100 HP damage, ignores everything but the critical rule. (50 MP)
    Stone Toss. Target(s) take 15 HP damage, with a 50% chance of confusion for each one. (10 MP per target)
    Exploder. You remove yourself from battle; damage dealt to the target is (CurrentHP + Current MP).
    Aero. Deals wind damage to all targets, does as much damage as if it was single-target. (20 MP)
    Timber!. Deals wood damage to a single target by dropping a giant tree trunk. (40 MP)
    Hold Gas. Has a 75% chance of paralyzing each enemy. (20 MP)
    Magic Hammer. Halves target MP. (3 MP)
    CPU Spin. Has a 75% chance of confusing each enemy. (20 MP)
    Lunch Time. Sends the target MIA and heals your HP at the same time. MP used = HP recovered. (1+ MP)
    White Wind. All allies recover an HP amount equal to the caster's current HP. (23 MP)
    Hurricane Kick. Works like a multijump performed from the ground. First two hits are guaranteed. (8 MP)
    L.3 Flare. Casts Flare on any combatants with EXP divisible by 3. For bosses, roll 1d100 to determine its EXP. (16 MP)
    L.4 Quarter. Quarters the HP of any combatants with EXP divisible by 4. For bosses, roll 1d100 to determine its EXP. (18 MP)
    L.5 Doom. Instantly kills any combatants with EXP divisible by 5. For bosses, roll 1d100 to determine its EXP. (16 MP)
    Added Wild Surge. Increases spell's power by 25%, but adds a wild surge. Works with any kind of magic. Cannot be stacked. (+8 MP)
    CT Mine. Damages one enemy according to the target's current CT. (33 MP)
    Time Bomb. Damages one enemy according to the length of the battle (in ticks) thus far. (10 MP)
    Pumpkin Head. Damages one enemy according to how many HP you're missing. (17 MP)
    Bad Breath. Target receives Confuse, Blind, Poison, Paralysis, and Silence, all for 31 ticks. (45 MP)
    Double Wave. All combatants lose a quarter of their current HP, not to ignore critical. Ignore Auras, Metal, and the like. (26 MP)
    Mighty Guard. All allies receive Defense Up, Magic Defense Up, and one other random status boost. (64 MP)
    Dragon Force. All allies receive Attack Up, Magic Attack Up, and one other random status boost. (64 MP)
    Condemned. Target gets a Death Sentence. 75% chance of success. (30 MP)
    Night. ALL COMBATANTS fall asleep. Does not ignore safeguards. (16 MP)
    Aqua Breath. Deals heavy water-elemental damage to all targets. This attack does as much damage as if it were single-target. (32 MP)
    Goblin Punch. A physical attack that ignores all status effects, including Metal, Tiny, Defense Up, etc. (1 MP)
    Flame Burst. Deals magic damage (as if 5 MP) 1d10 times to one target. (25 MP)
    Aura. Target receives a 20-HP aura. (10 MP)
    Dream Eater. Deals double magic damage to all sleeping combatants; caster recovers HP equal to half the total damage dealt. (20 MP)
    Blood Suck. The target has a 50% chance of becoming Undead, and a 50% chance of getting a Seizure. (18 MP)
    Nightmare. The target has a 50% chance of getting a Death Sentence, and a 50% chance of falling asleep. (18 MP)
    Status HaXX0R!. Each status boost the target has is removed, and replaced with a random status ailment (ignore Safeguards). Does not affect innate Safeguards. (33 MP)
    Iron Fist. Deals single-target damage. If the target's physical defense is lower than his magic defense, PHYSICAL defense is compared to the caster's MAtk when calculating damage. (15 MP)
    Richter Rumble. Deals earth-elemental damage to all targets. This attack does as much damage as if it were single-target. 1d4 is rolled; if 1, the spell does double damage, if 4, it does half damage. (30 MP)
    Neoflare. Deals non-elemental damage to one target. Ignores magic defense. (35 MP)
    Limit Globe. Damages one target. Does 5x damage if the caster is at 1 HP, or when used as a Final Strike. (20 MP)
    Lights Out. Has a 75% chance of blinding each enemy. (20 MP)
    Pumpkin Head?. Damages according to how many HP you're missing... if it works properly. (dsk32t3ff.m,jh;mpm.fu8y8 MP) This is a rare spell and cannot be learned/taught normally.
    White Wind?. All allies recover an HP amount equal to the caster's current HP... if it works properly. (wwwwwwwwDOTHEMARIO MP) This is a rare spell and cannot be learned/taught normally.
    Brain Fart. Casts a random blue magic. Target chosen after magic is rolled. (MP varies) This is a rare spell and cannot be learned/taught normally.

    Summon Magic
    Summoners and like classes can use Summon Magic to call up monsters from the underworld. Summon magic is costly, but effective... especially against multiple enemies.
    Chocobo Chocobo Kick. Target takes 3x physical damage. Has a 10% chance to summon the Chubby Chocobo, and deal 15x physical damage! (7 MP)
    Sylph Deals wind-elemental damage to target; half the damage is absorbed as HP by all party members. (12 MP)
    Toad Hyper Scan. Toad scans all bosses, and hints at possible weaknesses. (8 MP)
    Surge Tri-Surge. Three wild surges are spawned, and the caster chooses which one goes off. (15 MP)
    The Silent Strider Triple Trouble. Spawns three master list hazards; caster may focus one. (18 MP)
    Madoka Kekkai En. All allies receive 30-HP auras. (33 MP)
    Siren Hope Song. 75% chance of silencing the target. (10 MP)
    Stray Cat Rain. 75% chance of confusing the target. (10 MP)
    Goblin Goblin Punch. See Blue Magic spell #33. (1 MP)
    Bomb Self Destruct. Deals magic damage that ignores the critical rule. Single target. (15 MP)
    Ifrit Hellfire. Deals fire damage to all targets. (24 MP)
    Shiva Gem Dust. Deals ice damage to all targets, 25% chance per target of adding sleep. (18 MP)
    Ramuh Bolt Fist. Deals electrical damage to all targets, 10% chance per target of paralysis. (30 MP)
    Carbunkle Ruby Light. Adds Reflect and Defense Up status to all allies. (17 MP)
    Unicorn Heal Horn. Heals all allies' bad status. (18 MP)
    Golem Earth Wall. Blocks 100 HP worth of incoming physical damage. (30 MP)
    Alexander Justice. Deals holy damage to all targets. (35 MP)
    Phoenix Resurrection. Deals 10 MP worth of fire damage to all targets, and revives all downed allies with 80% HP. (52 MP)
    Atmos G-Force 199. Tremendous gravitational force causes all enemies to lose 20% of their HP. However, the attack has a 25% chance of failure. (35 MP)
    Crusader Purifier. Deals 60 MP worth of damage to all targets; all allies take 20 MP worth of recoil damage. (35 MP)
    Zeromus Big Bang. Deals non-elemental damage to all targets, and adds Seizure status. For any given target, damage cannot exceed 80% of current HP. (32 MP)
    Bahamut Mega Nuke. Deals non-elemental damage to all targets. Ignores magic defense (treat all targets as though they have 50 MDef) (42 MP)
    Bass.EXE Air Burst. Has a Meteo effect (50-80 damage five times, randomly selected enemies), but cannot be used unless a Navi has used the Black Hole chip. (50 MP)
    MegaMan.EXE Battle Chip. The ref selects one chip apiece from MMBN1, MMBN2, and MMBN3, and the summoner chooses one. (Bass's MMBN1 chip, chips 251-266 in MMBN2, and the Giga class chips in MMBN3 are not included.) MegaMan.EXE appears and uses that chip on the targeted enemy/ally for FULL damage/recovery/etc. (no scaling). (30 MP)
    Captain Lou ALL ENEMIES DIE >:O (999 MP) (This spell cannot come up as a random summon magic)

    SKILLS LIST
    There are four kinds of skills.
    An Attribute enhances certain abilities' effectiveness, and is automatic.
    An Action skill is the most common kind of skill. These are performed on your turn.
    An Interrupt skill is done out of turn, but you must actively use it. If you are confused, berserk, or paralyzed, you must call a coin flip to use the move. You cannot use these skills if you are asleep, MIA, petrified, stopped, imped, or embarrassed.
    A Passive skill is automatically performed out of turn, though I might have to be reminded.

    Skills are listed alphabetically. Trance skills aren't listed yet, but look for them in a future Kode update.

    Aim - Gives pinpoint accuracy on physical attacks, ignores status effects like Airborne and MIA. Attribute
    Usable by: Archer, Hunter, Hammer Brother, Traveler, get from Sniper materia

    Armor Break - Deals half damage, and has a 50% chance of lowering the target's Defense by 10%. Action skill
    Usable by: Captain, General, Traveler, EWACS Mecha, get from Breaking Sword materia

    Assassinate - Attempts to kill the enemy instantly by striking a weak point. Roll for a physical attack; if it's a critical hit, the attack succeeds, otherwise it fails and the attacker's CT goes to -50. Won't work on some bosses. Action skill
    Usable by: Assassin, Offensive Specialist, Outlaw, Traveler, get from Backstabber materia

    Auto-Counter - When hit by an enemy, automatically attempts to hit them with a physical attack. Has a 75% success rate. You can't use it under any circumstances that would prevent use of an Interrupt skill. Passive skill
    Usable by: Ninja, Shinobi, Assassin, Outlaw, get from Counter materia

    Auto-Cover - Automatically takes a hit in place of an ally with critical HP. Cannot be used against multiple-target attacks or if the user is critical himself. You can't use it under any circumstances that would prevent use of an Interrupt skill. Passive skill
    Usable by: Paladin, Captain, Defensive Specialist, General, EWACS Mecha

    Backstab - Has a 50% chance of causing critical damage, but will miss completely if it fails. Action Skill
    Usable by: Thief, Bandit, Pirate, Outlaw, Traveler, get from Backstabber materia

    Barrier - Defense Up and Magic Defense Up for 41 ticks, plus one other random status boost. One target. (8 MP) Action skill
    Usable by: Red Mage, Red Wizard, Magikoopa-in-Training, Defensive Specialist, Magikoopa, Traveler, get from Boost materia

    Battle Chip - Allows you to use Battle Chips you hold. If letter codes match, you can use multiple chips in one turn. For NetNavi and Robot Master only, chips used are automatically replaced by new random ones. Action skill
    Usable by: NetNavi, Robot Master, MagiTek Trooper, Traveler, Prototype Robot Master, get from NetNavi materia

    Battle Chip Combo - If you hold like-coded Battle Chips, you may combine them into a single powerful attack. For Robot Master only, chips used are automatically replaced by new random ones. Note that some chips combine better than others. Action skill
    Usable by: Robot Master, MagiTek Trooper, Traveler, Prototype Robot Master

    Block - Allows you to block physical attacks with a shield. You must react quickly -- within 5 seconds of the accuracy roll -- but if you succeed, you can completely nullify the attack. (If an attack has a secondary effect, such as Cripple or Capture, blocking the attack will also prevent the side effect.) Critical hits will deal half damage if blocked. Interrupt skill
    Usable by: Knight, Paladin, Captain, Defensive Specialist, General
    , Afro Warrior, get from Defense materia

    Blue Magic - Allows you to cast Blue Magic. Action skill
    Usable by: Blue Mage, Blue Wizard, Magikoopa-in-Training, Sorcerer, Traveler, Prototype Robot Master, EWACS Mecha, get from BL00 MAJIX materia

    Break - 50% chance of petrifying the target, won't work on some bosses. 100% success rate if used on a teammate. (10 MP) Action skill
    Usable by: Black Mage, Black Wizard, Magikoopa-in-Training, Magikoopa, Traveler, get from One-Shot materia

    Build Item - Begins working on an item from the item hazard set of choice. On the next turn, the item is chosen randomly and can be given to the ally of your choosing. Action skill
    Usable by: Mechanic, Chemist

    Build Item 2 - Builds a random item from the item hazard set of choice. The item can be given to the ally of your choosing. Action skill
    Usable by: Engineer, Moogle, Traveler

    Bypass Safeguard - Allows you to inflict status ailments, even on safeguarded targets. This also bypasses other, less-common protection, such as Reflect. You can only use this with normally-castable, 7 MP badstats. Attribute
    Usable by: Zombie, Necromancer, Traveler
    , EWACS Mecha, get from BRAINS materia

    Call Script - Summons a random character from the ref's call script to attack. The character's action is decided by the ref, but it's almost always beneficial. Action skill
    Usable by: Call Scripter, Sorcerer, Traveler, get from Script materia

    Capture - Causes physical damage, and has a 50% of stealing a random item OR a held item from the enemy. Action skill
    Usable by: Bandit, Pirate, Outlaw, Traveler, get from Steal materia

    Carter's Ancient Technique of the East - Has a 75% chance to instantly remove one target's defensive barriers: Auras, Metal, Defense and Magic Defense Up, Reflect, and non-innate Safeguards are all subject to Carter's Technique. Action skill
    Usable by: Black Belt, Judo Warrior, V.G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Afro Power materia

    Chakra - The target recovers HP and MP based on your Atk. HP recovered is a random number between 1 and your Atk; MP recovery is half that. Action skill
    Usable by: Black Belt, Judo Warrior, Traveler, get from Heal materia

    Charge! - Any allies who have critical HP cause physical damage to the target. (8 MP) Action skill
    Usable by: General, Traveler

    Charge Goodstat - An addendum to the Free Goodstat skill. This enables more powerful status to be applied or removed, and it also increases the effectiveness of standard Free Goodstat (10 ticks/points per charge). One charge can remove Seizure and Stop, or apply Shadow; two charges removes Imp and Petrify or applies Life 3; three charges add Quick or Metal status, or remove ???. Action skill
    Usable by: Engineer, Moogle, Traveler

    Chivalry - A free but low-level heal. All allies recover 10 to 20 HP. Action skill
    Usable by: Paladin, Captain, General, Traveler
    , get from Heal materia

    Climhazzard - Causes 3x physical damage to all enemies. Cannot miss. (30 MP) Action skill
    Usable by: Offensive Specialist, General, Traveler, get from Swordrape materia

    Comet - Deals 50-80 HP damage to one target. (20 MP) Action skill
    Usable by: Time Mage, Time Wizard, Magikoopa-in-Training, Magikoopa, Traveler, get from BFRFS materia

    Copy Power - Allows you to use the target's special abilities (if any). You can only have one set of abilities at a time, and only Action abilities are copied. This skill does not use up your turn, but you can only use it once even if you're Quicked. Action skill
    Usable by: Dreamlander, Traveler, get from Mimic materia

    Counter - Blocks an incoming attack and strikes back for double the damage. Can only block one attack per turn; hazards cannot be countered. Action skill
    Usable by: Knight, Paladin, Captain, General, Traveler

    Cover - Takes damage in place of the target until your next turn. Can only be used for single-target attacks. Action skill
    Usable by: Knight, Paladin, Captain, General, Traveler

    Cow Cannon - Deals 4x physical damage to all enemies, requires two charges. Action skill
    Usable by: Cow General, Traveler, get from Cow Assault materia

    Cow Drop - Deals 3x physical damage to one enemy, requires one charge. Action skill
    Usable by: Cow General, Traveler, get from Cow Assault materia

    Cowpocalypse - Deals 50-80 HP damage each to five random targets, repeats allowed. (70 MP) Action skill
    Usable by: Cow General, Traveler

    Crash Land - When landing from a jump, this expends 1/10 of your max HP to deliver extra (3x) hurt to the target. Action skill
    Usable by: Cow, Cow General, Traveler, get from SPLAT! materia

    Cripple - Deals half physical damage, and has a 20% chance of permanently lowering the target's Speed by 2. Action skill
    Usable by: Archer, Hunter, Hammer Brother,
    Traveler, Afro Warrior, get from Bonebreaker materia

    Crush - Deals physical damage. On a critical hit, resets the target's CT to 0; on a miss, stops the user for 5 ticks. If you score the critical hit and the target moves on the same tick, they'll lose that turn. You cannot use Crush on someone whose CT is negative. Action skill
    Usable by: Barbarian, Berserker, Hammer Brother, Grappler, Cow General, Traveler, Afro Warrior, get from Bonebreaker materia

    Cure x1.5 - Increases healing ability by 50%. Attribute
    Usable by: Red Mage, Red Wizard

    Cure x2 - Increases healing ability by 100%. Attribute
    Usable by: White Mage, Wild Mage, Magikoopa-in-Training, EWACS Mecha

    Cure x3 - Increases healing ability by 200%. Attribute
    Usable by: White Wizard, Defensive Specialist, Magikoopa, Traveler

    Damage-All x2 - Magic spells don't have their power reduced when casted on multiple targets. Attribute
    Usable by: Black Mage, Black Wizard, Magikoopa-in-Training, Offensive Specialist, Magikoopa, Traveler
    , get from Target-All materia

    Dark Chip - Causes a "dark" battle chip to appear in your hand when your HP becomes critical. These chips are extremely powerful, but using them results in a wild surge and causes your Trance gauge to drop significantly. Passive skill
    Usable by: NetNavi, Robot Master
    , Prototype Robot Master

    Darkside - Uses 1/10 of your max HP to deal double physical damage. Cannot miss. Action skill
    Usable by: Captain, Offensive Specialist, General, Traveler, get from Strong Sword materia

    Distract - Has a 50% chance of reducing an enemy's CT by 20 (thus delaying its turn). Action skill
    Usably by: Bard, Traveler

    Distribute - Allows you to hand up to three items to other fighters without using your turn. This skill has a one-minute time limit on it. Attribute
    Usable by: Pirate, Traveler, Arms Dealer, get from Delivery materia

    Doom - 50% chance of instantly reducing the target's HP to 0, won't work on some bosses. (15 MP) Action skill
    Usable by: Black Mage, Black Wizard, Magikoopa-in-Training, Magikoopa, Traveler, get from One-Shot materia

    Dragon Might - Attack Up and Magic Attack Up for 41 ticks, plus one other random status boost. One target. (8 MP) Action skill
    Usable by: Dragoon, Lancer, Traveler, Afro Warrior, get from Boost materia

    Drain - A magic spell which deals half damage; caster absorbs the damage as HP. (MP cost varies). Action skill
    Usable by: Zombie, Necromancer, Traveler, get from BRAINS materia

    Draw Chips - Discards current Battle Chips, and draws five random new ones. Action skill
    Usable by: NetNavi, Robot Master, MagiTek Trooper, Traveler, Prototype Robot Master, get from NetNavi materia

    Draw Spells - Discards current Magic Spells, and draws five random new ones. Action skill
    Usable by: MageNavi, Magikoopa, Sorcerer, Traveler, get from MageNavi materia

    Dual Wield - Enhances your physical attack. Two attacks, one target, full potency. Attribute
    Usable by: Ninja, Shinobi, Assassin, Outlaw, Afro Warrior

    Encourage - Has a 50% chance of raising an ally's CT by 20 (thus hastening his/her turn). Action skill
    Usably by: Bard, Traveler

    EXP Rain - Uses your EXP to damage one target. One to four EXP per use, deals 50 to 100 damage per EXP. There is a 50% chance of keeping your EXP, so it's a gamble... hence why it's a Gambler skill! :P Action skill
    Usable by: Gambler, Traveler, get from Anti-Whore materia

    Explode Corpse - Removes a KOed character from battle and prevents them from being revived. Action skill
    Usable by: Necromancer, Traveler, get from Remove materia

    Flame Blast - A multi-hitting magic attack. It hits 1d6 times; each hit deals 5 MP worth of damage and has a 5% chance to burn the target. (15 MP) Action skill
    Usable by: Fireball Thrower, Traveler
    , get from Pyromania materia

    Flare - Deals 100-200 HP damage to one target. (35 MP) Action skill
    Usable by: Black Mage, Black Wizard, Wild Mage, Magikoopa-in-Training, Offensive Specialist, Magikoopa, Traveler, get from Nuke materia

    Free Goodstat - Adds 7-MP status boosts for free, and anything more expensive at half-cost. Attribute
    Usable by: Witch Doctor, Engineer, Moogle, Defensive Specialist, Traveler, get from Super Support materia

    Free Multijump - Allows a multijump at no MP cost. Attribute
    Usable by: Lancer, Traveler, get from Dragoooooooon materia

    Free Revive - Revives a fallen target with 20% max HP. Attribute
    Usable by: Necromancer, Defensive Specialist, Traveler, get from Restore materia

    Free Scan - Reveals an enemy's HP, MP, stats, and thoughts at no MP cost. Attribute
    Usable by: Engineer, Moogle, Traveler

    Grab Item - Allows you to take one item from the arena floor without using your turn. Attribute
    Usable by: Thief, Bandit, Pirate, Outlaw, Traveler

    Hadouken - Deals 2.5x magic damage to one target. (10 MP) Action skill
    Usable by: Fireball Thrower, V. G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Shotokan materia

    Haste - Gives the target Haste status for 41 ticks. (7 MP) Action skill
    Usable by: Time Mage, Time Wizard, Wild Mage, Magikoopa-in-Training, Magikoopa, Traveler, get from Haste materia

    Hastega/Haste 2 - Gives each ally Haste status for 41 ticks. (30 MP) Action skill
    Usable by: Time Wizard, Magikoopa, Traveler, get from Haste materia

    Hazard Control - Sets the hazard bar to full or empty (controller's choice). Allows you to choose the hazard set if you set it to full. Action skill
    Usable by: Geomancer, Elementalist, Junior Ref, Traveler, get from Hazardeer materia

    Hazard Focus - Must be used with Hazard Control. Tries to make your team the beneficiary of a controlled hazard. (For example, damage-dealing hazards will only affect your enemies.) If a hazard cannot be focused, the user may reroll for a 5 MP fee. (15 MP) Action skill
    Usable by: Geomancer, Elementalist, Junior Ref, Traveler, get from Hazardeer materia

    Hazard Protect - Makes one target completely immune to hazards for 31 ticks. Careful, ALL hazards will bounce off, even the helpful ones. (10 MP) Action skill
    Usable by:
    Geomancer, Elementalist, Junior Ref, Traveler, get from Protection materia

    Hide - Sends you MIA for 11 ticks. When you come back to the battlefield, you may not Hide again until after your next turn. Interrupt skill
    Usable by: Bard, Witch Doctor, Defensive Specialist, get from BATDODGE materia

    Holy - Deals heavy magic damage to a single target. (50 MP) Action skill
    Usable by: White Wizard, Offensive Specialist, Magikoopa, Traveler, get from Nuke materia

    Hostage - Forces the target to take damage for you. (An involuntary Paladin, of sorts.) Can be used on allies or enemies; has a 50% chance of success. Action skill
    Usable by: Pirate, Outlaw, Traveler, get from Hostage materia

    Hyper Slam - Causes 3x physical damage to one target. Ignores defense; damage is calculated as if the target has 50 Defense, and it also ignores status effects like Metal and Auras. Has a 50% chance of success; if it misses, you are Stopped and have Defense Down for 3 ticks. Action skill
    Usable by: Grappler, Offensive Specialist, V. G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Backbreaker materia

    Image - Gives you Vanish status for 41 ticks. Attribute
    Usable by: Assassin, Traveler, get from Stealth materia

    Impale - An attack which deals quadruple physical damage but has one-quarter accuracy. There are two rolls: the base accuracy roll, and then the 25% roll. It's not treated as "one quarter of your Accuracy stat". Action skill
    Usable by: Knight, Paladin, Captain, Offensive Specialist, General, Traveler
    , get from Sword Skill materia

    Incision - An attack which deals half physical damage but has double accuracy. If your first accuracy roll fails, you get a second one. Action skill
    Usable by: Knight, Paladin, Captain, General, Traveler
    , get from Sword Skill materia

    Initiative - +50 to starting CT, and gives you top priority in situations where multiple fighters move on the same tick. Attribute
    Usable by: Assassin, Outlaw, Afro Warrior, get from Initiative materia

    Item Box - Always hold five items. Items used are automatically replaced by new random ones. Some items are immediate-use (marked "[IU]"); they will be used immediately if you try to hand them off. Items marked "IU OK" can be used immediately but don't have to be. For further details on IU items, check the item hazard set description. Action skill
    Usable by: Mechanic, Chemist, Arms Dealer, get from Item Whore materia

    Job Change - Allows you to change into any job class from Level 1 to 4, or the job class of any hazard- or surge-added ally. Changing jobs does not use up your turn, but you can only use it once even when Quicked. You obtain all of the new job's stats and skills, including Trance skills, and you retain Job Change. You can job-change into a custom class, but only if that job class is already in play. Action skill
    Usable by: Shapeshifter
    , get from Change materia

    Laceration - An attack which deals double physical damage but has half accuracy. There are two rolls: the base accuracy roll, and then the 50% roll. It's not treated as "one half of your Accuracy stat". Action skill
    Usable by: Knight, Paladin, Captain, General, Traveler
    , get from Sword Skill materia

    Leap - Removes you from the battlefield for a while (31 ticks), but enables you to use one of the enemy's Rage techniques in future battles. If all of your teammates are defeated while you're MIA, the battle ends. If you have 20 rages, you must discard one to make room for the new one. Action skill
    Usable by: Psycho Veldt Kid, Traveler

    Learn Blue Magic - Allows you to learn Blue Magic if you are hit and affected by it. Passive skill
    Usable by: Blue Mage, Blue Wizard, Magikoopa-in-Training, Sorcerer, Prototype Robot Master, get from BL00 MAJIX materia

    Life 3 - Costs 20 MP instead of 50. Attribute
    Usable by: White Mage, Witch Doctor, White Wizard, Magikoopa-in-Training, Magikoopa, Traveler
    , EWACS Mecha

    Life x2 - When reviving allies, they recover HP equal to the MP cost of the spell. Attribute
    Usable by: White Mage, Magikoopa-in-Training, Defensive Specialist

    Life x3 - When reviving allies, they recover HP equal to 1.5x the MP cost of the spell. Attribute
    Usable by: White Wizard, Magikoopa, Traveler

    Loot - Sends you MIA gathering items from a secret stash. You return 12 ticks later, with 10 random items. Action skill
    Usable by: Pirate, Outlaw, Traveler, Arms Dealer, get from Treasure materia

    Magic Break - Deals half damage, and has a 50% chance of lowering the target's Magic Attack by 10%. Action skill
    Usable by: Captain, General, Traveler, EWACS Mecha, get from Breaking Sword materia

    Magic Spell - Allows you to use a Magic Spell you hold. For MageNavi only, spells used are automatically replaced by new random ones. Action skill
    Usable by: MageNavi, Magikoopa, Sorcerer, Traveler, get from MageNavi materia

    Magic Sword - Allows you to acquire (and use) magic charges from yourself or your allies. Up to 20 MP at a time may be added to a magic charge, but said charge has no upper limit. A magic charge may be held and used at will, and it enhances your physical attack by using the formula for magic attacks. Action skill
    Usable by:
    Rune Knight, MagiTek Knight, Captain, General, Traveler, get from Magic Sword materia

    MagiTek - Allows you to use Fire Beam (50 fire damage, one target), Ice Beam (50 ice damage, one target), Bolt Beam (50 electric damage, one target), X-fer (see X-Zone, below), Heal Force (50 HP recovery, one target), Bio Blast (30 damage plus a chance of poison, one target, ignore safeguard), Confuser (30 damage and a chance of confusion, one target, ignore safeguard), and TekMissile (120 damage, 75% chance of success, one target). Action skill
    Usable by: MagiTek Trooper, Traveler, EWACS Mecha, get from Giant Robot materia

    Maintenance - Prevents item loss. Items cannot be stolen, replaced, or destroyed by hazards, enemies, or even wild surges. Passive skill
    Usable by: Arms Dealer

    Make Ether - Begins working on an Ether (heals 50 MP when used). On the next turn, the Ether can be given to the ally of your choosing. Action skill
    Usable by: Chemist, Moogle, Traveler, EWACS Mecha, get from Concoct materia

    Make Potion - Begins working on a Potion (heals 50 HP when used). On the next turn, the Potion can be given to the ally of your choosing. Action skill
    Usable by: Chemist

    Make Potion 2 - Makes a Potion (heals 50 HP when used). The Potion can be given to the ally of your choosing. Action skill
    Usable by: Moogle, Traveler, get from Concoct materia

    Mass Badstat - Allows you to cast status ailments on multiple targets. Any status ailment that costs 7 MP and is normally castable is fair game. Chance of success is 50% per enemy. (14 MP) Action skill
    Usable by: Black Mage, Black Wizard, Magikoopa-in-Training, Magikoopa, Traveler
    , get from Status Whore materia

    Mass Goodstat - Allows you to cast status boosts on multiple targets. Any status boost that costs 7 MP and is normally castable is fair game. Chance of success is 50% per ally. (14 MP) Action skill
    Usable by: White Mage, White Wizard, Magikoopa-in-Training, Defensive Specialist, Magikoopa, Traveler
    , get from Status Whore materia

    Mental Break - Deals half damage, and has a 50% chance of lowering the target's Magic Defense by 10%. Action skill
    Usable by: Captain, General, Traveler, EWACS Mecha, get from Breaking Sword materia

    Meteo - Deals 50-80 HP damage each to five random targets, repeats allowed. (70 MP) Action skill
    Usable by: Time Wizard, Offensive Specialist, Magikoopa, Traveler, get from BFRFS materia

    Milk - All cure magic is boosted by 50%. Attribute
    Usable by: Cow, Cow General

    Mime - Repeats any of the previous five ally actions free of MP (cannot mimic interrupt skills or passive skills). Effects may not be the same though. Action skill
    Usable by: Mimic, Traveler, get from Mimic materia

    Minus Strike - Deals damage equal to the number of HP you're missing. (10 MP) Action skill
    Usable by: Captain, General, Traveler, get from Finesse Sword materia

    Mix Items - If the user holds two items, he may attempt to combine them. Such combinations might be extremely powerful and greater than the sum of their parts... but on the other hand, they might backfire horribly! Action skill
    Usable by: Chemist, Traveler, get from Combine materia

    Multijump (first 2 hits) - Guarantees the first two hits on a multijump. Attribute
    Usable by: Dragoon, Lancer, Traveler, get from Dragoooooooon materia

    Multiple Uses - If you have multiple uses of a particular item (like a Fire Flower), or you have multiples of the same item (say, two Potions), you can use it multiple times in one turn. Attribute
    Usable by: Arms Dealer

    Multistrike - Enhances your physical attack. Three attacks, one target, full potency. Attribute
    Usable by: Monk, Black Belt, Judo Warrior, V. G. Fighter, Street Fighter, Traveler, get from Combo materia

    Plunder - Allows you to pick up items out of turn. You may only pick up one item at a time in this manner, and only two between turns. Interrupt skill
    Usable by: Pirate, Outlaw, Arms Dealer, get from Delivery materia

    Potential - Gives you Regen for 41 ticks when your HP drops to 50%, and Haste for 41 ticks when it drops to 20%. Passive skill
    Usable by: EWACS Mecha, get from Giant Robot materia

    Power Break - Deals half damage, and has a 50% chance of lowering the target's Attack by 10%. Action skill
    Usable by: Captain, General, Traveler, EWACS Mecha, get from Breaking Sword materia

    Precise Shot - A physical attack, albeit 3x as powerful. Requires at least one charge. Attribute
    Usable by: Archer, Hunter,
    Traveler, get from Sniper materia

    Rage - Allows you to use attacks from your Rage list, free of MP charge. However, there's a 50% chance of using a physical attack instead. Action skill
    Usable by: Psycho Veldt Kid, Traveler, get from Rage materia

    Recall Black Magic - Casts a random black magic spell, with a 25% chance of not using any MP for it. If you fail that roll and don't have MP for the spell, the turn is lost. Action skill
    Usable by: Sage, Magikoopa, Traveler, get from Recall materia

    Recall Blue Magic - Casts a random blue magic spell, with a 25% chance of not using any MP for it. If you fail that roll and don't have MP for the spell, the turn is lost. Action skill
    Usable by: Sage, Sorcerer, Traveler, get from Recall materia

    Recall Summon Magic - Casts a random summon magic spell, with a 25% chance of not using any MP for it. If you fail that roll and don't have MP for the spell, the turn is lost. Action skill
    Usable by: Sage, Sorcerer, Traveler, get from Recall materia

    Recall Time Magic - Casts a random time magic spell, with a 25% chance of not using any MP for it. If you fail that roll and don't have MP for the spell, the turn is lost. Action skill
    Usable by: Sage, Magikoopa, Traveler, get from Recall materia

    Recall White Magic - Casts a random white magic spell, with a 25% chance of not using any MP for it. If you fail that roll and don't have MP for the spell, the turn is lost. Action skill
    Usable by: Sage, Magikoopa, Traveler, get from Recall materia

    Red Sword - Charges to maximum and strikes with a physical attack. This attack requires no preparation, but after using it, you lose one turn recovering. Action skill
    Usable by: Red Mage, Red Wizard, Offensive Specialist, General, Traveler, get from Strong Sword materia

    Restore - A special healing spell. It fully restores the target's HP and removes all status ailments. You may use it to restore living or KO'ed combatants. (20 MP) Action skill
    Usable by: White Mage, White Wizard, Magikoopa-in-Training, Defensive Specialist, Magikoopa, Traveler
    , get from Restore materia

    Return Magic - When hit with an enemy's magic spell, immediately uses the same spell on that enemy at no MP cost. Has a 75% chance of success. You can't use it under any circumstances that would prevent use of an Interrupt skill. Passive skill
    Usable by: Bandit, Sage, Defensive Specialist, Pirate, Outlaw, get from Counter materia

    Runic - Has a 40% chance of absorbing someone else's magic spell. Absorbed spells are converted to Magic Sword charge. To absorb a spell, you must react to it within 10 seconds of the MP usage. You can only attempt Runic once between each of your turns, so Runic wisely! Interrupt skill
    Usable by: Rune Knight, MagiTek Knight, Defensive Specialist, get from Defense materia

    Safeguard - Gives the target Safeguard status. (20 MP) Action skill
    Usable by: Witch Doctor, Traveler
    , EWACS Mecha, get from Protection materia

    Seismic Punch - Deals damage to all combatants, but those with the most HP will usually take more damage. Damage for each combatant is random, and may be anywhere between 1% and 50% of their current HP... digging fighters may lose up to 99%! Fighters who are airborne, MIA, or petrified are unaffected, but all other status effects are ignored. Action skill
    Usable by: Grappler, V. G. Fighter, Traveler, Afro Warrior, get from Earthshaker materia

    Share Items - Gives you access to your teammates' held items... although you can't use someone else's item without his permission. This skill is compatible with Multiple Uses, but not with Throw Item. Action skill
    Usable by: Arms Dealer
    , get from Treasure materia

    Share MP - Gives any amount of MP to an ally. Action skill
    Usable by: White Wizard, Magikoopa, Traveler
    , get from Share materia

    Shouryuken (Dragon Punch) - Deals 2x physical damage to one target. If the target is airborne, it's 4x damage and it knocks them out of the sky. (10 MP) Action skill
    Usable by: V. G. Fighter, Street Fighter, Traveler, get from Shotokan materia

    Shuffle Items - Discards current Item Box items, and draws five random new ones. Action skill
    Usable by: Mechanic, Chemist, Traveler, Arms Dealer

    Sing - Has a 50% chance of inflicting one random status ailment on an enemy, ignoring safeguard. (10 MP) Action skill
    Usable by: Bard, Traveler, get from Musical materia

    Sketch - Draws a likeness of the enemy... which then attacks that very enemy with one of his own attacks! Action skill
    Usable by: Psycho Veldt Kid, Traveler
    , get from Artist materia

    Slash - Deals 3/4 physical damage, with a 50% chance of dispelling good status. Action skill
    Usable by: Knight, Paladin, Captain, General, Traveler, get from Finesse Sword materia

    Sledge - Deals physical damage to all enemies, with a 50% chance of paralysis per enemy. (12 MP) Action skill
    Usable by: Hammer Brother, Offensive Specialist, Traveler, get from Hammer Time materia

    Sleep - Costs 7 MP instead of 18. Attribute
    Usable by: Red Mage, Red Wizard, Magikoopa-in-Training, Magikoopa, Traveler

    Slot - Allows you to spin a slot machine. If you don't match any numbers, you'll deal damage to the enemies; if you match two numbers, you and your allies will recover HP; if you match all three numbers, one or more wild surges will go off. The amount of damage/healing/surges depends on the numbers that come up. Action skill
    Usable by: Gambler, Traveler, get from Slot materia

    Slow - Gives the target Slow status for 41 ticks. 50% chance of success if used on an enemy. (7 MP) Action skill
    Usable by: Time Mage, Time Wizard, Magikoopa-in-Training, Magikoopa, Traveler, get from Slow materia

    Slowga/Slow 2 - Has a 50% chance per enemy of applying Slow status for 41 ticks. (20 MP) Action skill
    Usable by: Time Wizard, Magikoopa, Traveler, get from Slow materia

    Smash-All - Deals physical damage, multiplied by 1d3, to all enemies. Requires at least one charge. Action skill
    Usable by: Grappler, V. G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Backbreaker materia

    Smile - Sets the target's CT to 100. 50% success rate. Action skill
    Usable by: Moogle, Traveler, get from Kupo materia

    Sneak - Gives you Shadow status for 31 ticks. Attribute
    Usable by: Assassin, Traveler, get from Stealth materia

    Speed Break - Deals half damage, and has a 50% chance of lowering the target's Speed by 1. Action skill
    Usable by: Captain, General, Traveler, EWACS Mecha, get from Breaking Sword materia

    Spin Punch - If you were attacked by any enemy on its previous turn, this attack deals payback to the tune of 3x physical damage. Action skill
    Usable by: Afro Warrior
    , get from Afro Power materia

    Stat Reroll - Can be used on yourself or an ally; choose Attack, Defense, Magic Attack, Magic Defense, Accuracy, or Evade. Call a coin toss; if you call correctly, the stat will be doubled, otherwise, it will be halved. Action skill
    Usable by: Gambler, Traveler, get from Stat-Up materia

    Steal - Has a 50% chance of stealing a random item from the enemy. Action skill
    Usable by: Thief

    Steal 2 - Has a 75% chance of stealing a random item from the enemy. Action skill
    Usable by: Bandit, Pirate, Outlaw, Traveler, get from Steal materia

    Steal Chip - Allows you to steal NetNavis' chips and MageNavis' spells. Has a 50% chance of success. Action skill
    Usable by: Arms Dealer

    Steal Item - Has a 50% chance of stealing an item held by an enemy. Action skill
    Usable by: Thief

    Steal Item 2 - Has a 75% chance of stealing an item held by an enemy. Action skill
    Usable by: Bandit, Pirate, Outlaw, Traveler, Arms Dealer, get from Steal materia

    Steal Stat - Has a 25% chance to steal 10% of one enemy's Atk, Def, MAtk, MDef, Acc, or Evade. If successful, you may keep the stolen power for yourself or give it to an ally. Action skill
    Usable by: Thief, Bandit, Pirate, Outlaw, Traveler
    , get from Stat-Up materia

    Stop - Gives the target Stop status for 21 ticks. 50% chance of success if used on an enemy. (14 MP) Action skill
    Usable by: Time Wizard, Magikoopa, Traveler, get from Stop materia

    Store Charges - Allows you to abort a charge and store it for later. The stored charge is listed with items and takes a turn to reactivate. Action skill
    Usable by: Hunter, Hammer Brother, Traveler

    Strike-All - Throws a physical attack at each enemy target, at full potency. Action skill
    Usable by: Monk, Black Belt, Judo Warrior, V. G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Target-All materia

    Substitute - Summons a random call script character for use as a "kawarimi" dummy. The character will take damage in your place, but this can only be used once per battle. Interrupt skill
    Usable by: Shinobi, Assassin, Defensive Specialist, Outlaw, get from BATDODGE materia

    Summon Magic - Allows you to cast Summon Magic. Action skill
    Usable by: Summoner, Call Scripter, Magikoopa-in-Training, Sorcerer, Traveler, get from Summon materia

    Throw - Deals physical damage with a 50% chance of sending the target MIA for 11 ticks as they sail out of the arena. Action skill
    Usable by: Judo Warrior, V. G. Fighter, Street Fighter, Traveler, Afro Warrior, get from Throw materia

    Throw Item - Throws a held item at the enemy. Throwing an item usually increases its effectiveness. Action skill
    Usable by: Ninja, Shinobi, Assassin, Hammer Brother, Outlaw, Traveler, Arms Dealer, get from Throw materia

    Time Travel - Travels back in time to where there's an active Wormhole (see the Wormhole skill). All players' stats, the hazard bar value, etc., are restored to what they were when the Wormhole was created. Once you use Time Travel, the Wormhole disappears. Interrupt skill
    Usable by: Time Mage, Time Wizard, Magikoopa-in-Training, Magikoopa, Traveler
    , get from Black Hole materia

    Tranquil Song - Induces High Tide on one fighter. (12 MP) Action skill
    Usable by: Bard, Traveler, get from Musical materia

    Tungsten Remedy - Cures Death Sentence. (10 MP) Action skill
    Usable by: Witch Doctor, Traveler
    , get from Protection materia

    Ultima - Deals extremely heavy magic damage to all targets. (70 MP) Action skill
    Usable by: Black Wizard, Offensive Specialist, Magikoopa, Traveler, get from Assrape materia

    Ultra Cow - Deals 100-200 HP damage to all targets. (70 MP) Action skill
    Usable by: Cow General, Traveler, get from SPLAT! materia

    Wormhole - Creates a Wormhole which can be used for time traveling. A wormhole will disappear if not used within 21 ticks, and only one wormhole may be out at a time. (10 MP) Action skill
    Usable by: Time Mage, Time Wizard, Magikoopa-in-Training, Magikoopa, Traveler
    , get from Black Hole materia

    Wrench - Deals physical damage. On a critical hit, stuns the target and forces them to miss one turn; on a miss, stops the user for 5 ticks. Action skill
    Usable by: Mechanic, Chemist, Hammer Brother, Traveler, get from Bonebreaker materia

    X-Fight - Throws four half-potency physical attacks at random enemy targets. Action skill
    Usable by: Hunter, Hammer Brother, Offensive Specialist, Street Fighter, Traveler, get from Combo materia

    X-Magic - Allows you to cast two consecutive spells. However, you must name both spells and their targets before either one goes off. X-Magic may not be used with job-class-specific skills such as blue magic, Flare, and so on. Action skill
    Usable by: Red Wizard, Magikoopa, Traveler, EWACS Mecha, get from Super Support materia

    X-Zone - Has a 25% chance of removing the target from battle. You may only cast this once per battle. Some enemies can't be removed by X-Zone; instead, their HP will be reduced by 50% or 75%, depending on whether the enemy is fighting solo. (35 MP) Action skill
    Usable by: Time Wizard, Magikoopa, Traveler
    , get from Black Hole materia

    PART 8: MINI-EVENTS AND STORYLINES

    Lately, I've expanded beyond just straight-out slugfest boss battles. Sometimes I want to throw out a curve, force the heroes to think a little more. When this happens, I host a mini-event.

    In a mini-event, you still receive turns, select job classes, and so on. However, the objective is different. Instead of just "defeat the boss", you might be asked to clear a series of battles against minor enemies. You might have to protect someone for a certain time period. You might be forced to examine your surroundings so that you can solve a puzzle. There might be a time limit -- either real-time or in ticks. I'll usually drop hints and such for a while before hosting a mini-event, then spill the beans a day or two before. Since mini-events require a bit more thought than a straight-up boss battle, the rewards are usually higher. This is not to be confused with an actual RP session... whatever your objective is, you'll accomplish it within the turn-based arena system. So think creatively, and pick a job class that's suited to the task.

    A storyline is a series of battles with a common theme. Often, these battles are more challenging than run-of-the-mill bosses, because I put a lot of planning into them. There usually IS a storyline binding the battles, and it unfolds in my journal. A full storyline usually lasts a month or so. For instance, a storyline might involve the storied conflict between Bowser and the Mario Bros.; you can expect to face Mario-related enemies for the duration of the storyline. Most storylines will have at least one mini-event, to keep things interesting. (In the aforementioned Mario storyline, there might be a mini-event wherein you climb up several floors of Koopa Kastle.) Also, due to the sheer number of battles involved, there's often a reward for any players who participate in EVERY battle of a storyline, in addition to all the EXP and such you rack up from the battles themselves. (However, this has recently led to turnout-related problems, so I'm gonna look into changes to that.)

    Due to the nature of mini-events and storyline battles, some things work a little differently. Ref bombs will almost never occur in a storyline battle, and interruption hazards will usually be rerolled during mini-events.

    PART 9: THE END OF BATTLE/REF BOMB

    90% of the time, I'll stick with a battle to the end. The battle ends when either all the bosses or all the heroes have been defeated. (As stated in Part 1, a fighter is "defeated" if his/her HP reaches 0, if s/he becomes petrified, if s/he is sneezed from battle, or if s/he is MIA acquiring a Rage.) When this happens, the ref clears the battle data and gives out EXP as described in Part 5. If I think you won too easily or too quickly, or both, I may bring in a second boss to provide some challenge. Note that every so often, I host a battle that's an unbeatable or unloseable joker -- these battles tend to be very short. No EXP is earned from these, and they are usually followed by a standard boss.

    However, there are a few times when a battle simply cannot be played to the end. Whether there's too much infighting, too many people leaving, I run out of time (this is rare -- I stay up very late -- but I do have to do other things sometimes), etc. In these situations, I use my last resort, better known as the "ref bomb". The ref bomb is, basically, a hazard set that ends the battle instantly without a result.

    I call it a hazard set because that's technically what it is. However, it won't come up randomly during a battle and Geomancers/Elementalists/Junior Refs/Travelers may not summon from it. It's set up like a hazard set; several possible outcomes, the ref picks one randomly. All the outcomes have the same final result.

    What about EXP, you may ask? Do you fight so long and so hard, all for naught? Well, that depends on why I'm ending the battle...

    Situation 1: I have to get off the computer for whatever reason. Usually not by my own will. Every so often I'll be hosting a battle and mom will remind me of something I promised to do, or I'll have an errand to run, or whatnot. Sometimes it'll be totally unexpected; if my Internet crashes and I'm stranded offline, obviously, the battle can't continue unless I can get back on within about 5 minutes. I'll usually be in a rush, so EXP will not be administered right away. However, if you remind me the next time you see me, I'll try and give you 1 or 2 experience points. (If you were winning soundly, I'll give you 3.)

    Situation 2: If too many people leave, and I'm left with only 2 or 3 people, I'll probably nuke the battle. If you're one of those 2 or 3 people, you will earn full EXP depending on how the battle was going. If you were one of the early departures, you won't earn anything. This also applies if too many people aren't paying attention to the battle. That drags things out a LOT and sometimes I just don't feel like dealing with it.

    Situation 3: Tempers flare, flames fly, the heroes are flaming the boss and the boss is flaming back (that typically only happens with guest bosses), or the heroes are just flaming each other. I host these battles because it's fun. Hopefully you participate for the same reason. If the battle turns into a massive flame war, I'll ref bomb it. No EXP will be earned; the biggest offenders may lose EXP.

    Situation 4: If a ref bomb is not initiated by the ref (the ref bomb item, master list hazard 666, etc.), 2 EXP will usually be awarded.

    This document is (c) H Cuz 2002/2006 and may not be reproduced without permission