Soulshifter

Soulshifters are in tune with nature and their surroundings, taking advantage of the opponent's strengths and turning that against them. While they might not stand out much in balanced situations, they tend to shine the worse their odds are. They can also be tricksters, having unorthodox abilities that can really confuse those not versed in them. The official color is android green.

## Tier-0

A Soulshifter's Familiar develops their Mastery Ability much faster than normal.

## Tier I

* Status Transfer - If the user is afflicted by a status effect (except Paralysis, for obvious reasons), they can transfer any/all status effects in a single go to someone else so long as they make physical contact with them (even through an attack or clashing of weapons), all for the lowly cost of 3 Stamina.
* Stat Rearrangement - The user merges their own ATK and SPD stat into one, then splits the two as they deem fit, pouring as much/little of that total back into ATK and into SPD as they see fit. Can only be used once per battle, the effect lasts until the end of that battle. Costs 3 Stamina.

## Tier II

* Trick Room - The user can trade their Attack or their Speed stat (not both) with someone else so long as they make physical contact first. This can only be done once per battle, and the effect lasts until the end of that battle. Costs 5 Stamina to use.
* Camouflage - If the user touches the environment even by just leaning against it, their body changes colour to match that environment, working exactly like a chameleon. The more they move, the less efficient this is and thus the easier it is for others to spot the user. Costs 2 Stamina per use.
* Transformation - The user can transform itself into an animal or Nature Spirit monster that they have in their sight at the time. In this state, they do not have access to any of their other abilities or even their stats, instead being capable of acting in the same way as the copied being did. Getting hit in this state will not reduce the user's real HP, instead it will take away from a fake HP, a copy of the HP from the original being that they copied. This costs nothing to maintain in use, but reverts automatically should the user's fake HP run out, or if the user chooses to revert it. The Stamina costs increases the bigger/stronger the copied being is, with animals costing only a single Stamina point, monsters costing 2, Mini-Bosses costing 3, Mid-Bosses costing 4, Floor Bosses costing 5, World Bosses costing 10, and Quest-Bosses along with Villains and other players being unable to be copied.

## Tier III

* Rivalry - Passive ability. Whenever the user is fighting against a target that has more ATK than them, increase the user's ATK by half of the difference between the two stats. The same applies for Speed. Those with Rivalry are incapable of triggering Trick Room, should they have it as well.
* Skinwalker - The user can transform itself into any creature they see fit, having only to imagine it, though not utterly gigantic in size. In this state, they retain their stats as well as their abilities, and thus, any attack they take chips away directly at their own HP. Though this Ability can be used to copy the appearance of already existing monsters/bosses/players/etc, it does not copy their abilities, aside of basic physiology (such as using fins to swim and wings to fly, for example). Costs 3 Stamina per turn to use/maintain.

## Tier IV

* Replicator - For the lowly cost of 5 Stamina, the user perfectly replicates the last attack/ability/power that was used against them, provided it wasn't a passive, nor Power Copier/Thief/Roulette.
* Elemental Resistance - The user becomes empowered by the surrounding elements! When the user is in contact with a large body of water, they become immune to fire damage(as well as the Burn status effect) and get a 50% damage resistance from water attacks. When the user is in contact with hot surfaces (volcanos, deserts), they become immune to flora/fauna based attacks(as well as the Poison status effect) while also getting a 50% damage reduction against fire based attacks. When the user is in a city-like landscape (or just something technological like a factory setting), they become immune to water based attacks and gain a 50% damage reduction against electrical attacks. When the user is on plain ground (like dirt, mud, swamps), they become immune to wind based attacks and gain a 50% damage reduction against ground based attacks.
* Body Swap - The user emits a powerful and gigantic blast from their mouth. The first being to get hit with said blast will swap bodies with the user for 3 turns. Be careful as to what happens to the user's body while they are not in control though, could be quite dangerous.

## Tier V

* Polymorph - The user can muster up their magical energy while being in tune with nature in order to add to it. By doing this, the user casts a spell on a selected target, turning that target into a small and weak, helpless animal! This effect is permanent unless used against players, which lasts only for 3 turns. Though the cost is always 20 Stamina, this ability is only guaranteed to work against regular Monsters. The odds of success are as follow against others: Mini-Bosses (75%); Mid-Bosses (50%); Quest-Bosses (25%); Players (20%); World-Bosses (15%); Floor-Bosses (10%); Villains (5%); Players with this Ability (1%).
* Power Roulette - The user pays 20 Stamina to use this Ability... But what happens next is anyone's guess as it is left up to chance! Power Roulette allows the user to use any Ability from any Archetype (except Passive ones), but since it is always random, the ability used might not be the best one for the situation. The cost paid is only the 20 Stamina for Power Roulette, not the original Stamina cost of the Ability being pulled from the roulette, so lucky players might end up using a very expensive ability for only 20 Stamina... But the opposite is also true, they might end up using an Ability that originally costs 1 Stamina but they paid 20 for it instead. If the ability used had other costs beyond Stamina (like HP, Credits, etc), those with Power Roulette do not pay it, only that initial 20 Stamina is required. If the ability had a charge up period, Power Roulette does not need it, bypasses it and uses the ability right away! Feeling lucky?