~BINDER~
Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Requires: Formshift: Spirit, Apprentice Binder Knowledge
Cost: 70,000 Gold, 2 Weeks
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Binder Knowledge, 3 other Binder abilities
Cost: 125,000 Gold, 2 Weeks
Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Requires: Spirit Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Requires: Apprentice Binder Knowledge, 10 other Binder abilities
Cost: 125,000 Gold, 4 Weeks
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Requires: Basic Binder Knowledge
Cost: 40,000 Gold, 2 Weeks
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Requires: Basic Binder Knowledge
Cost: 60,000 Gold, 2 Weeks
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Requires: Spirit Communing I
Cost: 100,000 Gold, 2 Weeks
Ryuutarou pays:
680,000 Gold
TO COMPLETE IN 20 WEEKS, ON 2023-12-11
Ryuutarou has finished becoming a Binder! He now begins the course of his Ebon Chancellorship in order to fuel his future studies into how to knife food better.
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Requires: Basic Darkness Synchronization, 3 other Ebon Chancellor abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 2 Weeks
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Darkness Manipulation
Cost: 500,000 Gold, 2 Weeks
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Darkness Synchronization, 5 other Ebon Chancellor abilities
Cost: 400,000 Gold, 3 Weeks
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks
TO COMPLETE IN 25-20 = 5 WEEKS, ON 2024-02-02
Dulcinea pays
2,850,000 Gold
30 Purity (for Attunement Books)
15 Essence Sphere: Botanist (Expert Wanderer from Volatilis for Greater Spheres, Adept Ebon Chancellor from Dulcinea to handle the other conversions)
Ryuutarou Gains:
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Now for some vague attempts at Shadow Blade and Umbramancer
Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Knife Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Shadow Blade abilities that are Techniques whose name contains 'Stab'
Cost: 5,000,000 Gold, 5 Weeks
~UMBRAMANCER~ [27-20 = 7 Weeks]
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Requires: Shadow Magic Casting II, Apprentice Shadow Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks
Ryuutarou Gains:
Has Consumed 5 Attunement Book: Umbramancer
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Dulcinea pays
30 Purity
20 Essence Sphere: Botanist
7,780,000 Gold
The Nottest of Daves wrote: ↑Sun Jul 16, 2023 6:26 am
Celestine starts new training!
TRACK A
~MOUNTAIN KING~
Elemental Attack-Conversion: Earth- (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Requires: Improved Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Earth Synchronization, 10 other Mountain King abilities
Cost: 125,000 Gold, 4 Weeks
Nonsynchronous Elemental Attack-Conversion: Earth- (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.
Requires: Elemental Attack-Conversion: Earth
Cost: 500,000 Gold, 2 Weeks
TRACK B
~BLAZING SULTAN~
Elemental Attack-Conversion: Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Requires: Improved Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Fire- (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.
Requires: Elemental Attack-Conversion: Fire
Cost: 500,000 Gold, 2 Weeks
~KINETIC EMPEROR~
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 2 Weeks
Both tracks completing in 8 weeks, on 2023-09-10
Dulcinea pays 3,125,000 Gold
Celestine fills in some Attack-classed gaps in her build!
TRACK A:
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 10 Weeks
TRACK B:
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 5 Weeks
Craft- (Active Ability, Attack) User uses a secret formula.
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week
Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks
TO COMPLETE IN 10 WEEKS, ON 2023-11-24
Dulcinea pays 100,110,000 Gold
Track A:
Polearm Leap- (Technique Ability, Dragoon) Possessor may use 'Polearm Leap' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action deals full Damage to targets below Level 60 who are equal to or below Level (Possessor's Level - 5)
Requires: Dragoon Jump
Cost: 300,000 Gold, 3 Weeks
Track B:
Prepare Jump- (Technique Ability, Dragoon) Possessor may use 'Prepare Jump' in conjunction with a 'Defend' action. Said action applies a buff to its performer that stacks 3 times and causes the next 'Melee Attack' or 'Melee Overdrive' action its possessor performs while in the back row to deal an additional 100,000 Damage.
Requires: Dragoon Jump
Cost: 10,000,000 Gold, 3 Weeks
Dulcinea pays 10,300,000
TO COMPLETE IN 3 WEEKS, ON 2024-01-19
Back to the Clockwork mines with Celestine!
TRACK A
==========
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Requires: Basic Gearwright Knowledge
Cost: 60,000 Gold, 2 Weeks
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Requires: Clockwork Programming I
Cost: 100,000 Gold, 2 Weeks
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Requires: Defensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks
Masterwork Gear-Brain- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +300 MIN
Requires: Clockwork Traits
Cost: 300,000 Gold, 2 Weeks
Rework Gear-Programming- (Active Ability, Gearwright) Possessor may spend an action to choose one of its Clockwork pets and summons and one of said pet or summon's actions; said pet or summon acquires a non-stacking buff that makes it so that it must perform said action whenever it would take an action and would be able to take said action
Requires: Defensive Clockwork Programming II, Offensive Clockwork Programming II, Gearwright
Cost: 2,000,000 Gold, 3 Weeks
Rework Gear-Programming: Accomplished Gear Programmer- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents or allies of possessor that are 10 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming: Timed Freeze-Up, Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms, Rework Gear-Programming: Improve Gear Programming, Rework Gear-Programming: Impair Gear Programming, Adept Gearwright Knowledge, Level 40
Cost: 30,000,000 Gold, 2 Weeks
Rework Gear-Programming: Automated Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that involves selecting five actions instead of one, with said target having to perform whichever of said actions is the next action in said sequence, with said sequence taking the form of a loop, whenever it would take an action and would be able to take said action, with inability to take an action and failed actions not progressing said loop
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork allies of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Haywire Gear- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have a 100% chance of inflicting Insanity
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks
Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Impair Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place an instance of the status effect Stat Drain: MIN Drain on each of their targets that may not be automatically recovered from by or cured by entities that are of lower Level than its source
Requires: Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure, Rework Gear-Programming: Tighten Programming-Cogs
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Improve Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +5,000 MIN as a non-stacking buff
Requires: Rework Gear-Programming: Tighten Programming-Cogs, Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Inscruitable Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that makes its possessor's actions unable to be countered by entities of lower Level than possessor that have a lower MIN than (possessor at the time of said buff's application)
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks
Rework Gear-Programming: Install Contingent Gear-Programming Failsafe- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, inflict a version of any one of the buffs or debuffs that they could place on their target that only takes effect while said target is afflicted with one or more status effects out of Charm, Confusion, Insanity, and Dominion chosen by possessor at the time of application
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks
Rework Gear-Programming: Mass- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target five different individuals instead of one individual provided that the same action may be selected for all action-selections said 'Rework Gear Programming' action requires across all said entities and provided that all of said entities are the same entity from the Zoo Record or Enemy List
Requires: Rework Gear-Programming, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, choose a second corresponding entity for each of their targets, giving each of their targets a non-stacking buff that makes it so that each such second entity chosen being a mandatory target for at least one hit of each attack said buff's possesssor performs if it is a valid target for said attacks
Requires: Rework Gear-Programming: Tighten Programming-Cogs, Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Reprogram Own Gear-Brain- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target possessor instead of possessor's Clockwork pets and summons
Requires: Assumption of the Essence of the Clockwork, Masterwork Gear-Brain, Rework Gear-Programming: Accomplished Gear Programmer, Precise Clockwork Mind, Reconfigurable Gear-Patterns
Cost: 40,000,000 Gold, 2 Weeks
Rework Gear-Programming: Tighten Programming-Cogs- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that gives its possessor Charm Immunity and Confusion Immunity
Requires: Rework Gear-Programming, Level 20
Cost: 3,000,000 Gold, 2 Weeks
Rework Gear-Programming: Timed Clockwork Transfiguration- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, for each of their targets choose a round number and a Clockwork of equal or lower Level to possessor that is normally fightable for drops on the Enemy List, and at the start of said round, apply a Polymorph Effect to said target that causes it to become said Clockwork from the Enemy List, with this Polymorph effect replacing any Polymorph Effect from a source of equal or lower Level than its caster and being unable to replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks
Rework Gear-Programming: Timed Freeze-Up- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have their performer choose a round number, as a non-stacking debuff that may prevent a max of one action and that may not prevent more than one action in a row from the same entity, cause the target of said 'Rework Gear Programming' action to skip its first action on the numbered round
Requires: Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure, Rework Gear-Programming: Tighten Programming-Cogs
Cost: 5,000,000 Gold, 2 Weeks
Rework Gear-Programming: Universal Performance Boost- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +40,000 to all stats as a non-stacking buff
Requires: Rework Gear-Programming: Accomplished Gear Programmer
Cost: 40,000,000 Gold, 2 Weeks
Self-Rewinding- (Passive Ability, Gearwright) Possessor gives itself a stack of the buff its 'Wind-Up' ability produces at the start of each round
Requires: Wind-Up, Engineer
Cost: 400,000 Gold, 2 Weeks
Wind-Up- (Passive Ability, Gearwright) Possessor's allies may, if possessor is a Clockwork, spend an action to give possessor +200 to all stats as a buff that stacks 5 times that loses one stacked instance of itself at the end of each round
Requires: Clockwork Traits
Cost: 600,000 Gold, 2 Weeks
Wind-Up Arm with Battle-Springing Fist- (Passive Ability, Gearwright) At the start of each round, if possessor is a Clockwork, possessor may obtain a 'Wind Up Fist' buff, which is a buff that stacks 10 times; If possessor is a Clockwork and performs a 'Melee Attack' or 'Melee Overdrive' action, possessor may remove up to 10 stackings of the 'Wind Up Fist' buff, obtaining +500 uncapped Melee Attack for purposes of said action for each such buff instance removed as a non-buff effect constantly provided by this ability for the duration of said action
Requires: Self-Rewinding, Piston-Driven Blow OR 10 Base STR
Cost: 5,000,000 Gold, 2 Weeks
Wind-Up Speed-Boost- (Passive Ability, Gearwright) Whenever possessor loses an instance of the buff provided by its 'Wind-Up' ability, if possessor is a Clockwork, possessor obtains a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the next round
Requires: Wind-Up
Cost: 700,000 Gold, 2 Weeks
~DRAGOON~
Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Polearm Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks
Burning Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Fire'
Requires: Prepare Jump
Cost: 5,000,000 Gold, 2 Weeks
Electric Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Electrical'
Requires: Prepare Jump, Bolt Hack
Cost: 5,000,000 Gold, 2 Weeks
Precise Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Attack With Finesse' actions.
Requires: Polearm Leap, Attack With Finesse
Cost: 300,000 Gold, 1 Week
Celas wrote: ↑Thu Dec 07, 2023 5:42 am
Surprising two-weeks later doublepost, Celas's training of those two abilities is also done.
A:
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Unbound Through Wisdom- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element if possessor does not possess any MIN Damage
Requires: Wisdom of the Void, Void Sanctum Meditation
Cost: 2,000,000 Gold, 2 Weeks
Empty Mind Discipleship- (Passive Ability, Other: Unbound Guru) Possessor obtains +200 MIN and +200 Defense against MIN Damage if Void element
Requires: Wisdom of the Void
Cost: 5,000,000 Gold, 2 Weeks
Void Meditant's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor's 'Meditate' actions may not be countered by individuals below Level 60, possessor obtains +6,000 MIN, and possessor obtains +60,000 MP
Requires: Void Sanctum Meditation, Unbound Through Wisdom, Empty Mind Disciple
Cost: 30,000,000 Gold, 2 Weeks
B:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Requires: Basic Elemental Magic Attunement, 3 other Elementalist abilities
Cost: 125,000 Gold, 2 Weeks
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Requires: Apprentice Elemental Magic Training, 10 other Elementalist abilities
Cost: 125,000 Gold, 4 Weeks
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elementalist, 50 other Elementalist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Costs: 42,350,000 Gold, Finishes 2024-03-27
The above's done!
15 Essence Sphere: Botanist -> 15 Essence Sphere: Musician off the Maestro
14 of the 15 Weeks are used to learn:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks
costs 650,000 Gold, leaves 1 Musician Bonus Week
15 Essence Sphere: Botanist and 30 Purity turn into 20 Bard Bonus Weeks, once again via the Maestro.
These are used to learn:
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Requires: Basic Bardic Music Attunement, 3 other Bard abilities
Cost: 125,000 Gold, 2 Weeks
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Requires: Basic Bardic Music Attunement
Cost: 50,000 Gold, 2 Weeks
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Requires: Bardic Music Casting I
Cost: 100,000 Gold, 2 Weeks
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Requires: Basic Bardic Music Attunement
Cost: 80,000 Gold, 2 Weeks
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks
Costs 850,000 Gold and all 20 of those Bard Bonus Weeks, leaving 0
For now, the rest of the queue is:
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats while in a Zone of Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +50 to all stats
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats while in a Zone of Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Costs: 400,000 Gold
Let's call it Command on Track A, and Zonal on track B, and I'll come back in 10 weeks.
Finishes on 2024-06-05
NOTE TO UPDATER: Celas has a stray Bard ability, Killed the Joke, in his Necromancy ability section, which should be relocated to the Bard section when this gets updated, and is also why the queue is valid as-is.
~DRAGOON~
Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Polearm Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks
Burning Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Fire'
Requires: Prepare Jump
Cost: 5,000,000 Gold, 2 Weeks
Electric Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Electrical'
Requires: Prepare Jump, Bolt Hack
Cost: 5,000,000 Gold, 2 Weeks
Precise Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Attack With Finesse' actions.
Requires: Polearm Leap, Attack With Finesse
Cost: 300,000 Gold, 1 Week
TO COMPLETE IN 7 WEEKS, ON 2024-03-17
Dulcinea pays 10,600,000 Gold
EMAGENY TRANIG
Locksmith- (Passive Ability, Thief) Possessor pierces 500 Defense while using a Thief Arts spell; Possessor treats the Resilience of Large Structures as though it were 20% lower
Requires: Thief or Architect
Cost: 800,000 Gold, 3 Weeks
Aura of White Mist- (Stance Ability, Priest) Possessor gains 20% Dodge if possessor is a Devout Worshipper of Sereyn
Requires: Priestess of Sereyn
Cost: 500,000 Gold, 2 Weeks
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
finish on Monday, March 11, 2024
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Light Synchronization
Cost: 20,000 Gold, 2 Weeks
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Requires: Basic Defenses Against Light
Cost: 100,000 Gold, 2 Weeks
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Requires: Basic Light Synchronization, 3 other Radiant Hierophant abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Light
Cost: 100,000 Gold, 2 Weeks
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Light
Cost: 500,000 Gold, 2 Weeks
costing:
1,205,000 GOLD, and 20 weeks, finishing, Monday February 19, 2024
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks
costing:
730,000 gold, 22 weeks
will finish on Friday, September 20, 2024
Celas wrote: ↑Thu Mar 28, 2024 1:26 am
[Trimmed for space]
The above's done!
15 Essence Sphere: Botanist -> 15 Essence Sphere: Musician off the Maestro
14 of the 15 Weeks are used to learn:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks
costs 650,000 Gold, leaves 1 Musician Bonus Week
15 Essence Sphere: Botanist and 30 Purity turn into 20 Bard Bonus Weeks, once again via the Maestro.
These are used to learn:
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Requires: Basic Bardic Music Attunement, 3 other Bard abilities
Cost: 125,000 Gold, 2 Weeks
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Requires: Basic Bardic Music Attunement
Cost: 50,000 Gold, 2 Weeks
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Requires: Bardic Music Casting I
Cost: 100,000 Gold, 2 Weeks
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Requires: Basic Bardic Music Attunement
Cost: 80,000 Gold, 2 Weeks
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks
Costs 850,000 Gold and all 20 of those Bard Bonus Weeks, leaving 0
For now, the rest of the queue is:
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Metal- (Passive Ability, Archsmith of Metal) Possessor's Metal element pets and summons gain +50 to all stats
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats while in a Zone of Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Wood- (Passive Ability, Lord of Trees) Possessor's Wood element pets and summons gain +50 to all stats
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Wood- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats while in a Zone of Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Costs: 400,000 Gold
Let's call it Command on Track A, and Zonal on track B, and I'll come back in 10 weeks.
Finishes on 2024-06-05
NOTE TO UPDATER: Celas has a stray Bard ability, Killed the Joke, in his Necromancy ability section, which should be relocated to the Bard section when this gets updated, and is also why the queue is valid as-is.
So that finished yesterday. Whoop.
Anyway, placeholder post:
Those classes (Air Fire Metal Water Wood) all get sphered and Book'd up to Classname. This'll get edited on a less exhausting day.
The new training queue is taking Void to Master tier, which will last however long it takes, and I'll edit up a full chart with costs and time, again at a later date, but it was important to get this posted so I can cite this as the start date. So that starts NOW.
Partial New Training queue:
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Requires: Meditation of Empty Minds, Channeler
Cost: 500,000 Gold, 2 Weeks
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Requires: Meditation of Harmonization, Musician, Bard
Cost: 20,000,000 Gold, 3 Weeks
Understanding of Void as the Core of Esoteric Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Wood and Metal for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Wood and Metal for purposes of Elementalist abilities
Requires: Understanding of Void as the Core of Traditional Elements, Archsmith of Metal, Lord of Trees
Cost: 5,000,000 Gold, 2 Weeks
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Requires: Pyromancer, Teramancer, Aeromancer, Hydromancer, Detect Void, Control of Void
Cost: 5,000,000 Gold, 3 Weeks
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Air Through Void, Improved Weaponization of Air, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Earth Through Void, Improved Weaponization of Earth, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Fire Through Void, Improved Weaponization of Fire, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Metal Through Void, Improved Weaponization of Metal, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Water Through Void, Improved Weaponization of Water, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Wood Through Void, Improved Weaponization of Wood, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Air and Void, Opening the Conduits of Air Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Earth and Void, Opening the Conduits of Earth Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Fire and Void, Opening the Conduits of Fire Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Metal and Void, Opening the Conduits of Metal Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Water and Void, Opening the Conduits of Water Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Wood and Void, Opening the Conduits of Wood Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Requires: Empty Transcendence of Air, Empty Transcendence of Earth, Empty Transcendence of Fire, Empty Transcendence of Water, Empty Transcendence of Wood, Empty Transcendence of Metal, Cosmic Harmonist's Stance, Level 40
Cost: 500,000,000 Gold, 2 Weeks
[23:48]Caelzeph: While you're about, Truth Chosen doesn't seem to have its full text, as Celas asked about it in one of the posts I'm working on updating. I'm assuming it should be like the Darkness and Energy Chosen abilities, and as such should have been giving him bonus weeks for Analyst of the Absolute.
I brought it up before (https://battle-arena.online/forum/viewt ... 6327#p6327), but I think you may have missed it with everything else going on.
[23:49]Gadigan: Hrm, yeah, give it the extra
[23:49]Gadigan: Thank you
[23:49]Caelzeph: No problem.
[23:49]Caelzeph: Hm. Should Celas get a backlog of missed weeks?
[23:50]Caelzeph: (He's been tentatively-claiming in some cases, as he was unsure whether or not it would apply)
[23:50]Gadigan: Yes, please
[23:50]Caelzeph: Righto.
[23:50]Gadigan: You can post this bit as confirmation
Good news and bad news.
The good news: As per the above post, Celas is getting the weeks he should have been getting from Truth Chosen, were the ability not erroneously truncated to begin with. Work out how much he's owed, and claim it here!
The bad news: I'm going to need that placeholder postof yours completed so it can actually get added to the queues and updates and whatnot.
Also he's at negative 93 Purity. Some Unicorns need slapping.
Cyaeilia
As per this post way back when, Cyaeilia has to learn Advanced Understanding of the Heart of Mystic as soon as it's a thing and available. This is now the case- she needs to pick up prerequisites, so she's going to be learning them as of now:
Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Requires: Esoteric Wiseman, Improved Command of Mystic, Improved Understanding of the Heart of Mystic, Soothing Mystic Emanation
Cost: 2,500,000 Gold, 2 Weeks
Emanate Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element Damage to up to 10 targets
Requires: Absorb Mystic, Mystic Manipulation
Cost: 100,000 Gold, 2 Weeks
Nourish Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor deals HP or MP healing to an Mystic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Mystic, Nourished by Mystic
Cost: 200,000 Gold, 2 Weeks
Soothing Mystic Emanation- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element HP Healing to up to 10 targets that are Mystic element
Requires: Emanate Mystic, Nourish Mystic
Cost: 300,000 Gold, 1 Week
Total cost is 3,100,000 Gold, and she'll finish on the 12th December, 2024.
Aesir
I tracked down the ability-buy post on the site backup, and, well...
May 09, 2017 wrote:Aesir begins learning
All controller abilities
All diviner abilities
All Mind Lord abilities
with his 3 identities - getting prereqs in order as needed
They do this on both track A and track B
I'm afraid that's way too vague and broad for me to do anything with. Controller itself contains abilities with prerequisites in just about every Base Element tree (up to Adept tier) there is and several nonbase ones besides, which require a lot of investment from yet more trees. This would require far more calls on my part deciding what directions your character would take than I’m comfortable with. I’ll leave this quoted post here, along with the start date, so you may come back to it when convenient to work out the details, gold- and length-wise.
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
Requires: A Titan Among Men, Unmatched Master's Competence
Cost: 3,000,000 Gold, 2 Weeks
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
Requires: Champion of the Tales, Known Across the Worlds
Cost: 3,000,000 Gold, 2 Weeks
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Requires: A Name Etched In History, Meditative Assumption ofGlory
Cost: 5,000,000 Gold, 2 Weeks
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Requires: Empowered By The Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks
Absorb Glory- (Passive Ability, Other: Living Legend) Possessor Absorbs Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Glory Synchronization- (Passive Ability, Other: Living Legend) Amounts ofGlory element Damage possessor deals are increased by 10,000 points, Glory element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Glory element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Living Legend, 50 other Living Legend Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Glory
Cost: 200,000 Gold, 2 Weeks
Apprentice Command ofGlory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command ofGlory
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Requires: Basic Defenses Against Glory
Cost: 100,000 Gold, 2 Weeks
Apprentice Understanding of the Heart ofGlory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +100 to all stats
Requires: Apprentice Command ofGlory, Basic Understanding of the Heart ofGlory
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization ofGlory- (Passive Ability, Other: Living Legend) Quantities ofGlory element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization ofGlory
Cost: 100,000 Gold, 2 Weeks
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Basic Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Glory Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization ofGlory- (Passive Ability, Other: Living Legend) Quantities ofGlory element Damage dealt by possessor are increased by 50 points
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Requires: Legions Like Gnats Before You
Cost: 5,000,000 Gold, 5 Weeks
Control ofGlory- (Passive Ability, Other: Living Legend) Possessor has a 20% chance of being able to cancel the actions ofGlory element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Glory Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Basic Glory Synchronization, Basic Defenses against Glory, Basic Weaponization ofGlory
Cost: 200,000 Gold, 2 Weeks
Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Requires: Apprentice Divining Attunement, Basic Glory Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Glory element and no other technique is used. Said action becomes solely the element Glory.
Requires: Improved Weaponization ofGlory
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation ofGlory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Invocation ofGlory' in conjunction with an 'Elemental Attack' action so long as possessor is Glory element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization ofGlory
Cost: 200,000 Gold, 2 Week
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone ofGlory
Requires: Basic Understanding of the Heart ofGlory
Requires: 200,000 Gold, 2 Weeks
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Requires: Legions Like Gnats Before You
Cost: 3,000,000 Gold, 2 Weeks
Glory Immunity- (Passive Ability, Other: Living Legend) Possessor gains Glory Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Glory Resistance, Living Legend, Level 20
Cost: 500,000 Gold, 2 Weeks
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone ofGlory, Remove a Zone ofGlory created by either possessor or a source below Level 20, Remove an effect attached to a Zone ofGlory by either possessor or a source below Level 20, Add Glory to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone ofGlory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone ofGlory, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Glory Synchronization, 5 other Living Legend abilities
Cost: 400,000 Gold, 3 Weeks
Greater Weaponization ofGlory- (Passive Ability, Other: Living Legend) Quantities ofGlory element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization ofGlory, Living Legend
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Glory
Cost: 500,000 Gold, 2 Weeks
Improved Command ofGlory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command ofGlory, Basic Understanding of the Heart ofGlory
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
Requires: Apprentice Defenses Against Glory, Basic Glory Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +2,000 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Apprentice Glory Synchronization, Improved Defenses against Glory, Improved Weaponization ofGlory
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart ofGlory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +250 to all stats
Requires: Improved Command ofGlory, Apprentice Understanding of the Heart ofGlory
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization ofGlory- (Passive Ability, Other: Living Legend) Quantities ofGlory element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization ofGlory
Cost: 500,000 Gold, 2 Weeks
Infinite Assumption ofGlory- (Passive Ability, Other: Living Legend) Possessor gains the element Glory while in Living Legend stances
Requires: Meditative Assumption ofGlory, Adept Glory Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Requires: Champion of the Tales, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks
Legends Are Always Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, is unique, and dies, possessor may sacrifice possessor's buff slots to give a willing a buff that provides 3 buff slots that does not stack
Requires: Empowered by the Stories
Cost: 3,000,000 Gold, 2 Weeks
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Requires: Cannot Die A Mundane Death, A Legend Unequaled, Legends Do Not Falter, The Stories Remember What Is Gone, Uplifted By Glory, Nourished By Glory, Empowered By Glory, Meditative Assumption ofGlory, Level 40
Cost: 15,000,000 Gold, 2 Weeks
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Requires: A Titan Among Men, Apprentice Weaponization ofGlory, Living Legend
Cost: 2,000,000 Gold, 2 Weeks
Meditative Assumption ofGlory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Requires: Basic Glory Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Requires: Footnotes Without Consequence, Level 40
Cost: 5,000,000 Gold, 2 Weeks
Nourish Glory- (Passive Ability, Other: Living Legend) Whenever possessor deals HP or MP healing to an Glory element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Glory, Nourished by Glory
Cost: 200,000 Gold, 2 Weeks
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone ofGlory
Requires: Basic Understanding of the Heart ofGlory
Requires: 200,000 Gold, 2 Weeks
Nullify Glory- (Passive Ability, Other: Living Legend) Possessor may remove the element Glory from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions ofGlory-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Glory-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Glory from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Glory Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow ofGlory- (Passive Ability, Other: Living Legend) Possessor gains +5% Dodge against Glory element individuals
Requires: Improved Defenses Against Glory, Improved Understanding of the Heart ofGlory, Defenses that Utilize Glory
Cost: 200,000 Gold, 2 Weeks
Project Glory- (Passive Ability, Other: Living Legend) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Glory
Requires: Improved Weaponization ofGlory
Cost: 3,000,000 Gold, 2 Weeks
Reflect Glory- (Passive Ability, Other: Living Legend) Possessor Reflects Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Stability Within Glory- (Passive Ability, Other: Living Legend) Possessor gains 25% minor negative status effect resistance while in a Zone ofGlory
Requires: Basic Understanding of the Heart ofGlory, Defenses that Utilize Glory
Requires: 500,000 Gold, 2 Weeks
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
Requires: Legends Do Not Falter
Cost: 3,000,000 Gold, 2 Weeks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Requires: Armed With Legends
Cost: 5,000,000 Gold, 2 Weeks
Understanding of the Bonds ofGlory- (Passive Ability, Other: Living Legend) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Glory element individual
Requires: Improved Understanding of the Heart ofGlory
Cost: 200,000 Gold, 2 Weeks
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone ofGlory
Requires: Basic Understanding of the Heart ofGlory
Requires: 200,000 Gold, 2 Weeks
Straight-up out of pocket, no spheres, all generic.
130 of her 143 Bonus Weeks, leaving a mere 13. RIP, I barely knew ye.
103,565,000 Gold. El pays, again.
15 Spheres from Celas, 30 Purity from Dulcinea again.
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Requires: Combat Arts Casting I
Cost: 100,000 Gold, 2 Weeks
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Requires: Combat Arts Casting II, Apprentice Combat Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks
This costs 22 Weeks, the remaining 2 come from her Generic Bonus Week stash, leaving 11.
Costs: 6,530,000 Gold.
She starts training in real time, on Track A:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warrior, 50 other Warrior Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 4 Weeks
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Requires: Basic Combat Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Requires: Apprentice Combat Arts Attunement
Cost: 175,000 Gold, 3 Weeks
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Requires: Basic Combat Arts Attunement, Basic Merchant Proficiency
Cost: 100,000 Gold, 3 Weeks
Melee Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack action that deals HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, action, up to 10 times per round
Requires: Earth Chaser (Melee), Air Chaser (Melee), Fire Chaser (Melee), Water Chaser (Melee), Light Chaser (Melee), Darkness Chaser (Melee), Physical Chaser (Melee), Psychic Chaser (Melee), Magic Chaser (Melee), Technology Chaser (Melee), Electrical Chaser (Melee), Acid Chaser (Melee), Ice Chaser (Melee)
Cost: 125,000 Gold, 3 Weeks
Acid Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Air Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Air element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Earth Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Electrical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Ice Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Takes 104 Weeks, Finishing on X
Costs 11,470,000 Gold. El pays that, too.
She starts training in real-time on Track B:
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Blades of the Wolf Pack, Wolf Takedown, Howling Rage, Wolf Hunts With Allies, Wolf's Sudden Lunge
Cost: 500,000 Gold, 2 Weeks
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Requires: Wolf Style, Warrior, Swordsman
Cost: 200,000 Gold, 2 Weeks
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Requires: Elementalist, Pyromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Inferno Explosion Strike, Flame-Limned War Arts, Flame Wheel Kick, Flame-Stoking Jab Flurry, Exhale Shield of Blistering Flames
Cost: 1,000,000 Gold, 2 Weeks
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Requires: Diviner, Shrine Maiden, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Revelation-Mirror Blow, Awakened Mind Guiding Hand, Third-Eye Inevitable Strike, Blinding the Supernal, Oracular Combat Practices
Cost: 25,000,000 Gold, 2 Weeks
Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks
Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Requires: Snake Style, Warrior, Shadow Blade
Cost: 200,000 Gold, 2 Weeks
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Monk, 50 other Monk Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats and gains the element Glory.
Requires: Living Legend, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks
Shield of Shining Legends- (Technique Ability, Monk) Possessor may use 'Shield of Shining Legends' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Unconquered Master Style' stance. Said action provides its performer with a non-stacking buff that provides +(1,000 * its performer's Fame, to a max of 100 Fame) Defense while its possessor is Glory element that lasts a number of rounds equal to its source's Fame.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Single Killing Blow- (Technique Ability, Monk) Possessor may use 'Single Killing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action, to a max of once per battle, if targeting a single opposing target (inflicts Instant Death on its target if said target is non-unique and deals 100,000,000 additional Damage to its target if its target is unique).
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Final Triumph Impact- (Technique Ability, Monk) Possessor may use 'Final Triumph Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack and applies a debuff to entities that it kills that makes them unable to be resurrected by sources of lower Level than its performer that are below Level 80, with said debuff being unable to be removed by sources of lower Level than its creator that are below Level 80.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Body of Legends- (Passive Ability, Monk) Possessor gains +1,000,000 to all stats and is Immune to entities below Level 40 while in 'Unconquered Master Style' stance.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Army-Destroying Strike- (Technique Ability, Monk) Possessor may use 'Army-Destroying Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack, cannot target unique opponents of its caster, targets all non-unique opponents of its caster, unsummons all of its targets, and has a 50% chance of inflicting Instant Death on non-unique targets of lower Level than its performer.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Master of Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats while in 'Unconquered Master Style' stance, possessor counts as possessing 7 additional Living Legend abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Single Killing Blow, Shield of Living Legends, Army-Destroying Strike, Final Triumph Impact, Body of Legends
Cost: 100,000,000 Gold, 2 Weeks
Unconquered Master Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Sword while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Unconquered Master Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Unconquered Master Style'.
Requires: Unconquered Master Style, Adept Combat Arts Training, Adept Sword Training
Cost: 50,000,000 Gold, 2 Weeks
Costs: 523,200,000 Gold
Takes: 74 Weeks.
Track A finishes on 2025-06-11
Track B Finishes on 2024-11-13
This post costs El, in total: 644,765,000 Gold.
She also gains the awards:
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Attunement Book: Warrior
And then in an act of madness deleted the post. For some reason.
But lo! In His blessed magnanimity,
[11:47 PM]Gadigan: Oof
[11:47 PM]Gadigan: Sorry
[11:47 PM]Gadigan: If you've got the time stamp tracked this well
[11:47 PM]Gadigan: Take a pile of bonus weeks towards whatever you can figure that tracker was for
So the good news is that my pathological bookkeeping is really helpful here! I know the exact start date and difference between then and now for track A, and track B was completely, uh, complete, and has its full duration marked down! That's 76 Weeks for Track B, and 74 Weeks for Track A, which are going to be used to buy (a fixed version of- Warrior needed to be learned first, Living Legend and Monk in Real-Time) the abilities in this post! The gold costs and week totals are unchanged, only the order gets rearranged. End date for track A should be unchanged? (Edit: +5 days. 2025-06-16)
Anathema will also claim her Samurai Detective Bonus Weeks for December 2024 in Elemental Researcher, while I'm at this.
She'll start training
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Requires: Knowledge of Esoteric Elements, The class-name abilities of 5 different non-base element-based classes
Cost: 100,000,000 Gold, 60 Weeks
(She possesses Archpoisoner of 1000 Venoms, Count of Blood, Living Legend, Reality Arranger, and Temporal Primarch and is thus valid for it)
Cashing in those 4 weeks brings training down to 56 Weeks, finishing on 2025-12-29, but I'm going to be cashing in bonus weeks for it every month hopefully so it'll finish faster. Potentially as soon as 2025-07-14 if I don't forget any. Sorry future-Cael!
Silent One starts learning, split across both tracks:
Form of Mud Man- (Stance Ability, Conjurer) If possessor is an Elemental, possessor gains +200 CON and +1% Dodge
Requires: Elemental Traits
Cost: 100,000 Gold, 2 Weeks
Form of Doll- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 SPI
Requires: Golem Traits
Cost: 100,000 Gold, 2 Weeks
Form of Mannequin- (Stance Ability, Evermason) If possessor is a Golem, possessor gains +100 AGI and +100 MIN
Requires: Golem Traits
Cost: 100,000 Gold, 2 Weeks
Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Requires: Clockwork Traits OR Machine Traits
Cost: 500,000 Gold, 2 Weeks
Tin Woodsman- (Passive Ability, Evermason) If possessor is a Clockwork or a Golem, possessor deals 5,000 additional Damage to Plants
Requires: Clockwork Traits or Machine Traits, Basic Axe Training
Cost: 500,000 Gold, 2 Weeks
Form of Golf Cart- (Stance Ability, Mechanist) If possessor is a Machine, possessor gains +100 AGI
Requires: Machine Traits
Cost: 100,000 Gold, 2 Weeks
Form of Train- (Stance Ability, Mechanist) If possessor is a Machine, possessor gains +200 AGI, +200 CON, +1% Resilience, becomes a Vehicle, and counts as a Vehicle
Requires: Machine Traits
Cost: 4,000,000 Gold, 4 Weeks
Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks
Astral Being Traits- (Passive Ability, Starkeeper) Possessor gains +1 to all stats so long as possessor is an Astral Being
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Angel Traits- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor gains Hexed Immunity and Diseased Immunity
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Reptile Traits- (Passive Ability, Herpetologist) Possessor gains +1 to all stats so long as possessor is a Reptile
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Celestial Traits- (Passive Ability, Justicar) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Celestial
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Offensive Invisible Communing I- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have the Damage values of their abilities increased by 50 points
Requires: Invisible Communing II
Cost: 40,000 Gold, 2 Weeks
Offensive Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Invisible Communing I, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks
Speed-Focused Invisible Communing I- (Passive Ability, Other: Unseen Master ) Possessor's Invisible pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Invisible Communing II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Invisible Communing II- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Invisible Communing I, Apprentice Unseen Master Knowledge
Cost: 100,000 Gold, 2 Weeks
Superior Invisible Loyalty Communing- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain 80% Charm Resistance
Requires: Advanced Invisible Loyalty Communing, Commander
Cost: 400,000 Gold, 2 Weeks
139 weeks total, gold can come off of Draconics.
Track A will finish on March 31, 2026
Track B will finish on April 7, 2026
Absorb Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Absorbs Chaos against sources below Level 20 if Level 20 or greater
Requires: Chaos Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Amounts of Chaos element Damage possessor deals are increased by 10,000 points, Chaos element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Chaos element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Xaos Xomptroller, 50 other Xaos Xomptroller Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Chaos
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Chaos
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense against Chaos
Requires: Basic Defenses Against Chaos
Cost: 100,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +100 to all stats
Requires: Apprentice Command of Chaos, Basic Understanding of the Heart of Chaos
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Chaos
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Chaos Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +50 to all stats
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 50 points
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Chaos- (Active Ability, Other: Xaos Xomptroller) Possessor may spend an action to summon 5 Elementals that are Chaos element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Chaos, Emanate Chaos
Cost: 300,000 Gold, 2 Weeks
Chaos Battle-Aura- (Stance Ability, Other: Xaos Xomptroller) Possessor deals 10,000 Flat Chaos element Damage to each opponent at the start of each round
Requires: Emanate Chaos, Improved Weaponization of Chaos
Cost: 200,000 Gold, 3 Weeks
Chaos Body Form- (Stance Ability, Other: Xaos Xomptroller) Possessor gains +200 Defense against Chaos, Possessor gains 15% Chaos Resistance, Possessor may deal 5,000 Flat Chaos element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Chaos, Xaos Xomptroller, Basic Chaos Resistance, Apprentice Understanding of the Heart of Chaos, Apprentice Defenses Against Chaos
Cost: 300,000 Gold, 3 Weeks
Control of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor has a 20% chance of being able to cancel the actions of Chaos element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Chaos Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Basic Chaos Synchronization, Basic Defenses against Chaos, Basic Weaponization of Chaos
Cost: 200,000 Gold, 2 Weeks
Detect Chaos- (Passive Ability, Xaos Xomptroller) Possessor gains +1% To Hit against Chaos element targets
Requires: Apprentice Divining Attunement, Basic Chaos Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Chaos element and no other technique is used. Said action becomes solely the element Chaos.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Invocation of Chaos' in conjunction with an 'Elemental Attack' action so long as possessor is Chaos element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Chaos
Cost: 200,000 Gold, 2 Week
Emanate Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element Damage to up to 10 targets
Requires: Absorb Chaos, Chaos Manipulation
Cost: 100,000 Gold, 2 Weeks
Greater Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Chaos, Xaos Xomptroller
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Chaos Elemental Emanation- (Passive Ability, Other: Xaos Xomptroller) Possessor's 'Call Forth the Living Chaos' ability may summon entities up to Level 20
Requires: Call Forth the Living Chaos
Cost: 200,000 Gold, 2 Weeks
Improved Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Chaos, Basic Understanding of the Heart of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5,000 Defense against Chaos
Requires: Apprentice Defenses Against Chaos, Basic Chaos Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +2,000 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Apprentice Chaos Synchronization, Improved Defenses against Chaos, Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +250 to all stats
Requires: Improved Command of Chaos, Apprentice Understanding of the Heart of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Infinite Assumption of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains the element Chaos while in Xaos Xomptroller stances
Requires: Meditative Assumption of Chaos, Adept Chaos Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Meditative Assumption of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose, at the beginning of a thread, to become solely Chaos element
Requires: Basic Chaos Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nonsynchronous Elemental Attack-Conversion: Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may use the Technique 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Chaos element.
Requires: Elemental Attack-Conversion: Chaos
Cost: 500,000 Gold, 2 Weeks
Nourish Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor deals HP or MP healing to an Chaos element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Chaos, Nourished by Chaos
Cost: 200,000 Gold, 2 Weeks
Nullify Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may remove the element Chaos from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Chaos-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Chaos-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Chaos from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Chaos Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5% Dodge against Chaos element individuals
Requires: Improved Defenses Against Chaos, Improved Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Cost: 200,000 Gold, 2 Weeks
Project Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Chaos
Requires: Improved Weaponization of Chaos
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor is Chaos element and performs an 'Elemental Attack' action that is solely Chaos element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Reconsume Chaos Elemental Spawn- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of any round, unsummon one of possessor's Chaos element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Chaos Elemental Emanation, Improved Affinity to Healing Via Chaos
Cost: 200,000 Gold, 2 Weeks
Reflect Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Reflects Chaos against sources below Level 20 if Level 20 or greater
Requires: Chaos Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor's last action was solely Chaos element either due to this ability or the technique 'Elemental Attack-Conversion: Chaos', possessor may make any of possessor's offensive actions solely Chaos element.
Requires: Nonsynchronous Elemental Attack-Conversion: Chaos, Adept Chaos Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Soothing Chaos Emanation- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element HP Healing to up to 10 targets that are Chaos element
Requires: Emanate Chaos, Nourish Chaos
Cost: 300,000 Gold, 1 Week
Stability Within Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 25% minor negative status effect resistance while in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Chaos element individual
Requires: Improved Understanding of the Heart of Chaos
Cost: 200,000 Gold, 2 Weeks
Uplifted By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks
Zonal Chaos Control- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of each round, choose one Zone of Chaos that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ebon Chancellor, 50 other Ebon Chancellor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Ambassador of Night- (Passive Ability, Ebon Chancellor) Possessor's Light-element allies gain +300 to all stats as a non-stacking buff if possessor is Darkness element
Requires: Dark Ally of Light, Ebon Chancellor
Cost: 500,000 Gold, 3 Weeks
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Darkness
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Requires: Basic Defenses Against Darkness
Cost: 100,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Requires: Basic Zonal Acclimation of Darkness
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Requires: Basic Zonal Acclimation of Darkness
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Darkness Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Darkness, Emanate Darkness
Cost: 300,000 Gold, 2 Weeks
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Darkness Manipulation
Cost: 500,000 Gold, 2 Weeks
Darkness Battle-Aura- (Stance Ability, Ebon Chancellor) Possessor deals 10,000 Flat Darkness element Damage to each opponent at the start of each round
Requires: Emanate Darkness, Improved Weaponization of Darkness
Cost: 200,000 Gold, 3 Weeks
Darkness Body Form- (Stance Ability, Ebon Chancellor) Possessor gains +200 Defense against Darkness, Possessor gains 15% Darkness Resistance, Possessor may deal 5,000 Flat Darkness element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Darkness, Ebon Chancellor, Basic Darkness Resistance, Apprentice Understanding of the Heart of Darkness, Apprentice Defenses Against Darkness
Cost: 300,000 Gold, 3 Weeks
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Darkness Synchronization, 5 other Ebon Chancellor abilities
Cost: 400,000 Gold, 3 Weeks
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Basic Darkness Synchronization, Basic Defenses against Darkness, Basic Weaponization of Darkness
Cost: 200,000 Gold, 2 Weeks
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Requires: Apprentice Divining Attunement, Basic Darkness Synchronization
Cost: 100,000 Gold, 2 Weeks
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Darkness
Cost: 200,000 Gold, 2 Week
Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Requires: Absorb Darkness, Darkness Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Darkness, Ebon Chancellor
Cost: 5,000,000 Gold, 2 Weeks
Harmonized Addition of Darkness to Light- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is Light element. Said action gains the element Darkness.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 100,000 Gold, 2 Weeks
Harmonized Conversion of Light to Darkness- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Light, provided that it would retain the element Darkness after said element removal is complete.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 300,000 Gold, 2 Weeks
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Darkness Elemental Emanation- (Passive Ability, Ebon Chancellor) Possessor's 'Call Forth the Living Darkness' ability may summon entities up to Level 20
Requires: Call Forth the Living Darkness
Cost: 200,000 Gold, 2 Weeks
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Requires: Apprentice Defenses Against Darkness, Basic Darkness Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Apprentice Darkness Synchronization, Improved Defenses against Darkness, Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Requires: Apprentice Zonal Acclimation of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Darkness Empowerment- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Darkness
Requires: Empowered by Darkness, Nourished by Darkness, Improved Zonal Acclimation of Darkness
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains the element Darkness while in Ebon Chancellor stances
Requires: Meditative Assumption of Darkness, Adept Darkness Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Made of Darkness Which Does Not Oppose Light- (Passive Ability, Ebon Chancellor) Possessor, if Darkness-element, gains 15% Light Resistance and is healed an additional 500 points by Light-element actions and attacks that Heal possessor's HP
Requires: Ambassador of Night
Cost: 500,000 Gold, 3 Weeks
Meditative Assumption of Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose, at the beginning of a thread, to become solely Darkness element
Requires: Basic Darkness Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Mirrored Assumption of Light- (Passive Ability, Ebon Chancellor) Possessor may choose, at the beginning of any round, to become solely Light element if possessor is Darkness element and possesses at least one Light-element ally
Requires: Made of Darkness Which Does Not Oppose Light, Meditative Assumption of Darkness
Cost: 200,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks
Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Darkness, Nourished by Darkness
Cost: 200,000 Gold, 2 Weeks
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks
Nullify Darkness- (Passive Ability, Ebon Chancellor) Possessor may remove the element Darkness from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Darkness-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Darkness-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Darkness from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Darkness Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Requires: Basic Darkness Resistance, Basic Weaponization of Darkness
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Requires: Basic Darkness Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Requires: Improved Defenses Against Darkness, Improved Understanding of the Heart of Darkness, Defenses that Utilize Darkness
Cost: 200,000 Gold, 2 Weeks
Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Requires: Improved Weaponization of Darkness
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Reconsume Darkness Elemental Spawn- (Passive Ability, Ebon Chancellor) Possessor may, at the start of any round, unsummon one of possessor's Darkness element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Darkness Elemental Emanation, Improved Affinity to Healing Via Darkness
Cost: 200,000 Gold, 2 Weeks
Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Darkness- (Passive Ability, Ebon Chancellor) If possessor's last action was solely Darkness element either due to this ability or the technique 'Elemental Attack-Conversion: Darkness', possessor may make any of possessor's offensive actions solely Darkness element.
Requires: Nonsynchronous Elemental Attack-Conversion: Darkness, Adept Darkness Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Soothing Darkness Emanation- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element HP Healing to up to 10 targets that are Darkness element
Requires: Emanate Darkness, Nourish Darkness
Cost: 300,000 Gold, 1 Week
Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness, Defenses that Utilize Darkness
Requires: 500,000 Gold, 2 Weeks
Star-Accentuating Shadow- (Passive Ability, Ebon Chancellor) Possessor's Light-element allies gain +200 to all stats as a non-stacking buff if possessor is Darkness element
Requires: Ambassador of Night
Cost: 400,000 Gold, 2 Weeks
Transferral of Compatible Darkness- (Passive Ability, Ebon Chancellor) Possessor's transformations, if Darkness-element, have their Light Weakness reduced by 5%, to a minimum of 0%
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 100,000 Gold, 2 Weeks
Understanding of the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Darkness element individual
Requires: Improved Understanding of the Heart of Darkness
Cost: 200,000 Gold, 2 Weeks
Uplifted By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks
Voluntary Withdrawal of Darkness from the Light- (Technique Ability, Ebon Chancellor) Possessor may use this technique in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, provided possessor is Darkness element, no other technique is being used, and said action is both Light and Darkness element. Said action loses the element Darkness, provided that it would retain the element Light after said element removal is complete.
Requires: Made of Darkness Which Does Not Oppose Light
Cost: 300,000 Gold, 2 Weeks
Zonal Darkness Control- (Passive Ability, Ebon Chancellor) Possessor may, at the start of each round, choose one Zone of Darkness that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Darkness, Improved Zonal Acclimation of Darkness
Cost: 1,000,000 Gold, 2 Weeks
272 weeks total, he can pay for himself.
Track A & B will be able to complete at the same time, on July 13, 2027.
Ooze Traits- (Passive Ability, Viscous Lord) If Possessor is an Ooze, possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and Possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 1,250,000 Gold, 25 Weeks
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Requires: Apprentice Necromancy Attunement
Cost: 300,000 Gold, 2 Weeks
Absorb Blood- (Passive Ability, Other: Count of Blood) Possessor Absorbs Blood against sources below Level 20 if Level 20 or greater
Requires: Blood Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Count of Blood, 50 other Count of Blood Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Advanced Blood Puppetry- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Puppetry' ability may affect individuals below Level 40 who are below possessor's Level
Requires: Blood Puppetry, Count of Blood, Enchanter OR Apprentice Puppet Strings Training
Cost: 2,000,000 Gold, 2 Weeks
Animate Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, if any individual present is afflicted with Wounded: Bleeding, summon 1 Blood Servant from the Enemy List; These summons are considered to be Blood Magic summons and Necromancy summons, Max 20 summoned
Requires: Apprentice Command of Blood, Animate Corpses
Cost: 300,000 Gold, 2 Weeks
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Blood
Cost: 200,000 Gold, 2 Weeks
Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Requires: Basic Blood Synchronization, 3 other Count of Blood abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Blood
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Requires: Basic Defenses Against Blood
Cost: 100,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Requires: Apprentice Command of Blood, Basic Understanding of the Heart of Blood
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Blood
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Requires: Basic Zonal Acclimation of Blood
Cost: 100,000 Gold, 2 Weeks
Armor Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood if possessor is Blood element
Requires: Blood Armor, Improved Blood Resistance, Improved Defenses against Blood
Cost: 300,000 Gold, 2 Weeks
Automatic Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of each round, choose to convert an amount of HP that possessor possesses into MP as would be allowed by a 'Blood Conversion' action performed by possessor
Requires: Blood Conversion, Basic Acceleration Within Blood's Dominion
Cost: 200,000, 2 Weeks
Basic Acceleration Within Blood's Dominion- (Passive Ability, Other: Count of Blood) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Blood
Requires: Basic Zonal Acclimation of Blood
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Blood Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Requires: Basic Command of Blood
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Requires: Basic Blood Synchronization
Cost: 40,000 Gold, 2 Weeks
Bleed Magic- (Passive Ability, Other: Count of Blood) Possessor may choose, when afflicted with Wounded: Bleeding, to have said instance of Wounded: Bleeding deal MP Damage based on Max MP instead of HP Damage based on Max HP
Requires: Magic-Containing Blood, Stop Bleeding, Reduce Bleeding
Cost: 300,000 Gold, 2 Weeks
Bleed Money- (Passive Ability, Other: Count of Blood) Possessor may choose, when afflicted with Wounded: Bleeding, to have said instance of Wounded: Bleeding deal Gold Damage based on Current Gold instead of HP Damage based on Max HP
Requires: Merchant, Count of Blood, Stop Bleeding, Reduce Bleeding
Cost: 300,000 Gold, 2 Weeks
Bleeding Strike- (Technique Ability, Other: Count of Blood) Possessor may use 'Bleeding Strike' in conjunction with a Melee Attack action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Vampiric Weaponry
Cost: 200,000 Gold, 2 Weeks
Bleeding Touch- (Technique Ability, Other: Count of Blood) Possessor may use 'Bleeding Touch' in conjunction with a Melee Attack action so long as possessor has no non-'Fist Weapon' weapons equipped, possessor is Blood element, and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Apprentice Blood Synchronization, Apprentice Weaponization of Blood
Cost: 100,000 Gold, 1 Week
Bleeding Wounds- (Passive Ability, Other: Count of Blood) Possessor's 'Melee Attack' actions may gain '30% inflicts Bleeding'.
Requires: Bleeding Strike, Improved Blood Loss Induction
Cost: 200,000 Gold, 2 Weeks
Blood Armor- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 Defense if possessor is Blood element, Possessor may, at the start of each round, if possessor is Blood element, choose to count as having an additional Blood element Armor equipped that is either a Heavy Armor, a Light Armor, a Robe, a Grand Armor, a Clothes, a Ward, or an Aura for the duration of the round
Requires: Bloodwall
Cost: 200,000 Gold, 2 Weeks
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks
Blood Artistry- (Passive Ability, Other: Count of Blood) Blood Magic buffs with possessor as a source may not be dispelled by sources below Level 20
Requires: Blood Manipulation, Artist
Cost: 200,000 Gold, 2 Weeks
Blood Battle-Aura- (Stance Ability, Other: Count of Blood) Possessor deals 10,000 Flat Blood element Damage to each opponent at the start of each round
Requires: Emanate Blood, Improved Weaponization of Blood
Cost: 200,000 Gold, 3 Weeks
Blood Body Form- (Stance Ability, Other: Count of Blood) Possessor gains +200 Defense against Blood, Possessor gains 15% Blood Resistance, Possessor may deal 5,000 Flat Blood element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Blood, Count of Blood, Basic Blood Resistance, Apprentice Understanding of the Heart of Blood, Apprentice Defenses Against Blood
Cost: 300,000 Gold, 3 Weeks
Blood Body- (Passive Ability, Other: Count of Blood) If possessor is Blood element and is an Ooze, possessor gains 30% Resilience and Regenerates 10,000 HP per round. Possessor may choose at the beginning of a thread to have this ability lose its text for the duration of this thread.
Requires: Count of Blood, Ooze Traits
Cost: 500,000 Gold, 2 Weeks
Blood Bullets- (Passive Ability, Other: Count of Blood) Possessor may choose at the start of a thread to count as having an additional Ammo equipped, Possessor may choose to make possessor's 'Ranged Attack' and 'Point Blank' actions be solely Blood element if possessor is Blood element, Possessor may choose to possess +500 Ranged Attack if possessor is Blood element and has a Gun equipped
Requires: Ammocrafter, Blood Needles, Apprentice Gun Training
Cost: 400,000 Gold, 2 Weeks
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Requires: Adept Blood Synchronization, Crimson Majesty, Wings Into Crimson Bats
Cost: 70,000,000 Gold, 2 Weeks
Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Requires: Apprentice Blood Synchronization, Meditative Assumption of Blood, Basic Understanding of the Heart of Blood
Cost: 70,000 Gold, 2 Weeks
Blood Cultist- (Passive Ability, Other: Count of Blood) Blood element spells cast by possessor cost 5,000 less MP, Whenever possessor kills an individual with an action involving the Technique 'Blood Sacrifice' possessor regenerates 5,000 HP and 5,000 MP, to a max of 200 times per round
Requires: Count of Blood, Blood Sacrifice, Priest OR Warlock OR Ritualist
Cost: 400,000 Gold, 2 Weeks
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Requires: Meditative Assumption of Blood
Cost: 200,000 Gold, 2 Weeks
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Requires: Improved Drain
Cost: 100,000 Gold, 3 Weeks
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Requires: Apprentice Blood Synchronization, Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Blood Immunity- (Passive Ability, Other: Count of Blood) Possessor gains Blood Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Blood Resistance, Count of Blood, Level 20
Cost: 500,000 Gold, 2 Weeks
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Feline Grace- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +200 AGI
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Beastmaster Knowledge, 3 other Beastmaster abilities
Cost: 125,000 Gold, 2 Weeks
Blood Leash- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets gain +200 to all stats as a bonus that cannot raise their stats to more than 2000% of their natural values, Possessor's Blood element pets gain 20% Charm Resistance
Requires: Basic Understanding of the Heart of Blood, Apprentice Beastmaster Knowledge
Cost: 160,000 Gold, 2 Weeks
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Blood Synchronization, 5 other Count of Blood abilities
Cost: 400,000 Gold, 3 Weeks
Blood Message- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Cast a Spell' action so long as possessor is Blood element and no other technique is used. Said action is delayed for 1-5 rounds. If possessor is not present in battle at the time that said action would occur but has not died or been defeated before said point in time, said action still occurs, with this delaying of said action not stopping due to its source leaving battle; if possessor is still present in battle at said time, said action fails to occur, with things that would occur before and after said action, excluding this check, not occurring.
Requires: Apprentice Blood Synchronization
Cost: 200,000 Gold, 2 Weeks
Blood Mirror Technique- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Mirror Technique' in conjunction with a 'Defend' action so long as possessor is Blood element and no other technique is used. Said action causes its user to gain a buff that lasts 1 round and does not stack that provides its possessor with 'Possessor has a 30% chance of reflecting actions from individuals below Level 40 if possessor is Blood element'
Requires: Bloodwall, Reflected Cuts
Cost: 600,000 Gold, 2 Weeks
Blood Needles- (Passive Ability, Other: Count of Blood) Possessor gains +500 Ranged Attack, Possessor's 'Ranged Attack' and 'Point Blank' actions may gain the element Blood
Requires: Apprentice Weaponization of Blood
Cost: 100,000 Gold, 2 Weeks
Blood Puppetry- (Passive Ability, Other: Count of Blood) Each round, if possessor has a Whip or a Puppet Strings equipped, possessor may choose a single individual who is afflicted with Wounded: Bleeding who is below Level 20, not immune to Charm, and not immune to Minor Status Effects; Possessor has a 20% chance of being able to make all decisions for said individual during said round
Requires: Apprentice Enchantment Attunement, Blood Whip OR Basic Puppet Strings Training OR Channeler
Cost: 300,000 Gold, 2 Weeks
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Requires: Apprentice Blood Synchronization, Apprentice Knife Training OR Apprentice Dark Magic Synchrnoization OR Apprentice Dark Magic Synchrnoization
Cost: 80,000 Gold, 2 Weeks
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Requires: Keen Scent OR Apprentice Blood Synchronization, Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week
Blood Scrying- (Passive Ability, Other: Count of Blood) Possessor counts a 1 Level higher, to a max of Level 60 for stat-scanning purposes if an individual present is afflicted with Wounded: Bleeding, with said effect not bypassing 'Immune to Under Level X' effects
Requires: Bloodsense
Cost: 400,000 Gold, 2 Weeks
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Requires: Tracking, Blood Scent
Cost: 100,000 Gold, 2 Weeks
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Requires: Basic Whip Training
Cost: 70,000 Gold, 2 Weeks
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Requires: Basic Whip Training, 3 other Dominator abilities
Cost: 125,000 Gold, 2 Weeks
Blood Whip- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of any round, create and equip a Temporary weapon named 'Blood Whip' that is a Blood element Whip and provides +500 Melee Attack and +500 CON; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Requires: Basic Weaponization of Blood, Apprentice Whip Training
Cost: 175,000 Gold, 2 Weeks
Dual Whip-Wielding- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has two Whips or a Whip that is a Weaponx2 equipped
Requires: Apprentice Whip Training
Cost: 60,000 Gold, 2 Weeks
Blood Whips- (Passive Ability, Other: Count of Blood) Possessor may choose to create a Weaponx2 instead of a Weapon when creating a weapon with the ability 'Blood Whip'; said Weapon gains an additional +1,000 Melee Attack and +1,000 CON, as well as gaining 'this item's per-item Melee Attack cap is doulbed'
Requires: Blood Whip, Dual Whip-Wielding
Cost: 200,000 Gold, 2 Weeks
Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Requires: Blood Conversion
Cost: 200,000 Gold, 2 Weeks
Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Requires: Apprentice Blood Synchronization, Apprentice Fire Synchronization, Bloodburn
Cost: 300,000 Gold, 2 Weeks
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Requires: Apprentice Divining Attunement, Apprentice Blood Synchronization, Blood Tracking
Cost: 300,000 Gold, 2 Weeks
Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Requires: Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Requires: Sanguine Shield, Apprentice Blood Synchronization
Cost: 300,000 Gold, 2 Weeks
Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Requires: Short-Distance Bloodwarp, Adept Blood Synchronization OR Wanderer
Cost: 5,000,000 Gold, 3 Weeks
Bloodwave-Projecting Aura- (Stance Ability, Other: Count of Blood) Possessor may deal 60,000 Flat Blood element or Flat Blood & Water element Damage to up to 15 targets at the start of each round while in this stance
Requires: Harbinger of Red Rivers, Control of Blood, Bloodwall
Cost: 2,000,000 Gold, 2 Weeks
Bloody Footprints- (Passive Ability, Other: Count of Blood) If possessor is Blood element and exits one battle to enter a second battle, any of possessor's allies, provided no individual of Level 20 or greater in either battle opposes such, may follow possessor from the first aforementioned battle into the second aforementioned battle
Requires: Meditative Assumption of Blood
Cost: 200,000 Gold, 2 Weeks
Bloody Retribution- (Passive Ability, Other: Count of Blood) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Blood element Damage to said individual
Requires: Improved Weaponization of Blood, Bloodwall, Blood Hex
Cost: 300,000 Gold, 2 Weeks
Boil Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Boil Blood' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains +500 Magical Attack, gains '30% inflicts an instance of Burning that may be cured by its possessor being dealt HP Drain but not being able to be otherwise cured by indivduals below Level 20', and gains the elements Blood and Fire
Requires: Bloodfire, Blood Hex
Cost: 200,000 Gold, 2 Weeks
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Breathe Blood- (Passive Ability, Other: Count of Blood) Possessor gains 40% Drowning Resistance and 40% Suffocation Resistance if possessor is in a Zone of Blood
Requires: Apprentice Blood Synchronization, Basic Seakeeper Knowledge OR Basic Viscous Lord Knowledge
Cost: 200,000 Gold, 2 Weeks
Bursting Bloodleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, inflict Wounded: Bleeding on an individual below Level 60 that is present in battle, and, if said infliction is successful, move to the row that said individual is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Veinleap, Greater Weaponization of Blood
Cost: 3,000,000 Gold, 2 Weeks
Call Forth the Living Blood- (Active Ability, Other: Count of Blood) Possessor may spend an action to summon 5 Elementals that are Blood element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Blood, Emanate Blood
Cost: 300,000 Gold, 2 Weeks
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Requires: Apprentice Blood Synchronization, Apprentice Weaponization of Blood
Cost: 300,000 Gold, 2 Weeks
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Requires: Cause Improved Blood Loss, Count of Blood, Level 19
Cost: 3,000,000 Gold, 3 Weeks
Collection of Bled-Out Life Force- (Passive Ability, Other: Count of Blood) If an individual loses CON due to an instance of Wounded: Bleeding with possessor as a source, possessor may, up to 200 times per round, regenerate 20 CON and 2,000 HP
Requires: Induce Bleeding of Life Force, Vampiric
Cost: 100,000 Gold, 1 Week
Collection of Bled-Out Spirit Essence- (Passive Ability, Other: Count of Blood) If an individual loses SPI due to an instance of Wounded: Bleeding with possessor as a source, possessor may, up to 200 times per round, regenerate 20 SPI and 2,000 MP
Requires: Induce Bleeding of Spirit Essence, Vampiric
Cost: 100,000 Gold, 1 Week
Contagion of Red Tears- (Passive Ability, Other: Count of Blood) If any individual in the same battle as possessor is afflicted with Confusion: Depression or Wounded: Bleeding, each of possessor's oppoents that is in said battle has a 60% chance of being afflicted with Confusion: Depression and Wounded: Bleeding at the start of each round
Requires: Red Sorrow
Cost: 500,000 Gold, 3 Weeks
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Blood Manipulation
Cost: 500,000 Gold, 2 Weeks
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Blood Synchronization, 10 other Count of Blood abilities
Cost: 125,000 Gold, 4 Weeks
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Requires: Crimson Steward, Immortality through Blood Consumption, Improved Vampirism, Thrallmaking Blood, Improved Discern Lineage, Wings of Blood
Cost: 50,000,000 Gold, 4 Weeks
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Requires: Red Magister, Improved Understanding of the Heart of Blood, Zonal Blood Control
Cost: 2,000,000 Gold, 2 Weeks
Curse Bloodline- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor gains -500 to all stats and has a 60% chance of inflicting Stat Drain on itself at the start of every round; Possessor's summons obtain a copy of this debuff when summoned'
Requires: Blood Hex, Discern Lineage
Cost: 2,000,000 Gold, 2 Weeks
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Basic Blood Attunement, Basic Divine Magic Attunement, Basic Dark Magic Attunement, Basic Ritual Magic Attunement
Cost: 5,000,000 Gold, 5 Weeks
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Requires: Basic Blood Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Requires: Basic Blood Magic Attunement, 3 other Hemotheurge abilities
Cost: 125,000 Gold, 2 Weeks
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
Requires: Apprentice Blood Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Coat of Crimson Magic- (Passive Ability, Other: Hemotheurge) If possessor is Blood element and afflicted with Wounded: Bleeding, or if possessor has 15 or more Blood Magic spells equipped, possessor Regenerates 30,000 MP per round
Requires: Red Mantle, Apprentice Blood Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Blood Mage's Backlash- (Passive Ability, Other: Hemotheurge) Possessor may deal 50,000 Flat Blood element Damage to any individual who conducts an offensive action targetting possessor at the end of said action
Requires: Hemotheurge, Reflected Cuts
Cost: 200,000 Gold, 2 Weeks
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Requires: Apprentice Blood Magic Attunement, Improved Drain, Bloodspell
Cost: 300,000 Gold, 2 Weeks
Improved Use of Blood Mana- (Passive Ability, Other: Hemotheurge) Spells cost possessor 500 less MP to cast if possessor is Blood element or has over 50,000 HP
Requires: Magic-Containing Blood, Apprentice Hemotheurgy
Cost: 100,000 Gold, 1 Week
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a Magical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Requires: Apprentice Blood Magic Attunement, 10 other Hemothurge abilities
Cost: 125,000 Gold, 4 Weeks
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Hemotheurge, 50 other Hemotheurge Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Expert Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Blood Magic Attunement, 100 other Hemotheurge Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Cut Mystic Conduits- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding to deal MP Damage based on Max MP and SPI Damage based on Max SPI instead of HP Damage based on Max HP and CON Damage based on Max CON, respectively
Requires: Draining Spell, Hemotheurge, Count of Blood, Improved Weaponization of Blood, Cause Improved Blood Loss, Improved Blood Loss Induction, Bleed Magic
Cost: 1,000,000 Gold, 2 Weeks
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Requires: Basic Blood Synchronization, Basic Defenses against Blood, Basic Weaponization of Blood
Cost: 200,000 Gold, 2 Weeks
Dessicate Corpse- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, destroy up to 1 corpse of an individual below Level 40
Requires: Exsanguinate
Cost: 200,000 Gold, 2 Weeks
Detect Blood- (Passive Ability, Count of Blood) Possessor gains +1% To Hit against Blood element targets
Requires: Apprentice Divining Attunement, Basic Blood Synchronization
Cost: 100,000 Gold, 2 Weeks
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Requires: Bloodsense
Cost: 300,000 Gold, 2 Weeks
Elemental Attack-Conversion: Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Elemental Attack-Conversion: Blood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action becomes solely the element Blood.
Requires: Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Blood- (Technique Ability, Other: Count of Blood) Possessor may use 'Elemental Invocation of Blood' in conjunction with an 'Elemental Attack' action so long as possessor is Blood element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Blood
Cost: 200,000 Gold, 2 Week
Emanate Blood- (Passive Ability, Other: Count of Blood) Whenever possessor absorbs Damage that is Blood element Damage, Possessor may choose to deal 10,000 Flat Blood element Damage to up to 10 targets
Requires: Absorb Blood, Blood Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks
Eternal Youth Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Fatigued: Elderly Immunity
Requires: Count of Blood, Vampiric
Cost: 20,000,000 Gold, 2 Weeks
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Blood Synchronization, 100 other Count of Blood Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Exploding Blood Drops- (Passive Ability, Other: Count of Blood) Possessor may, whenever possessor is dealt damage, deal 50,000 Flat Fire element Damage to up to 30 targets up to 10 times per round
Requires: Improved Weaponization of Blood, Basic Fire Synchronization
Cost: 500,000 Gold, 2 Weeks
Exsanguinate- (Technique Ability, Other: Count of Blood) Possessor may use 'Exsanguinate' in conjunction with an 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action, if targetting an individual below Level 40 that is not immune to either Moderate status effects or Wounded: Bleeding, gains +2,000 Magical Attack, deals double damage (to a max of 50,000,000 additional damage) and gives its target Wounded: Bleeding Immunity
Requires: Cause Torrential Blood Loss, Red Potency
Cost: 2,000,000 Gold, 2 Weeks
Fast Blood Whip Creation- (Passive Ability, Other: Count of Blood) Possessor may create items that possessor would create with the ability 'Blood Whip' at the beginning of a round at the beginning of any of possessor's actions
Requires: Blood Whip
Cost: 20,000 Gold, 1 Weeks
Gaze of Blood- (Passive Ability, Other: Count of Blood) Possessor may, if blood element, at the beginning of each round, choose an individual in the same battle as possessor and have a 30% chance of inflicting Wounded: Bleeding on said individual
Requires: Red Sorrow
Cost: 300,000 Gold, 2 Weeks
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Requires: Possesses a Large Quantity of Blood, Count of Blood, Improved Defenses Against Blood
Cost: 400,000 Gold, 2 Weeks
Greater Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Conversion' ability may convcert up to 25,000 points of HP into MP
Requires: Basic Blood Magic Attunement, Improved Blood Conversion, Magic-Containing Blood
Cost: 1,000,000 Gold, 2 Weeks
Greater Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 10%
Requires: Improved Blood Loss Induciton, Count of Blood
Cost: 500,000 Gold, 2 Weeks
Greater Blood Purgation- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element and afflicted with Wounded: Bleeding, choose to be cured of any number of minor negative status effects, paying 20,000 HP for each such effect cured
Requires: Purifying Purgation, Superior Blood Loss Reduction, Blood Manipulation
Cost: 1,000,000 Gold, 2 Weeks
Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Blood, Count of Blood
Cost: 5,000,000 Gold, 2 Weeks
Harbinger of Red Rivers- (Passive Ability, Other: Count of Blood) Whenever an individual below Level 40, including possessor, would create a Zone of Water, possessor may choose for a Zone of Blood to instead be created
Requires: Transmute Water Into Blood, Count of Blood
Cost: 3,000,000 Gold, 2 Weeks
Hear the Whispers of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +100 MIN per corpse present, to a max of 200 corpses
Requires: Bloodsense
Cost: 300,000 Gold, 2 Weeks
Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Requires: Count of Blood, Vampiric
Cost: 20,000,000 Gold, 2 Weeks
Implant Blood Message- (Passive Ability, Other: Count of Blood) Possessor may, when using the 'Blood Message' technique, choose a willing ally (not including possessor); if said willing ally and possessor are both in battle when the action that 'Blood Message' was part of would occur, possessor's presence does not cause 'Blood Message' to stop said action from occurring, Has RP effects
Requires: Apprentice Channeling Attunement, Blood Message
Cost: 200,000 Gold, 1 Week
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Blood
Cost: 500,000 Gold, 2 Weeks
Improved Bleeding Touch- (Passive Ability, Other: Count of Blood) Possessor's 'Bleeding Touch' and 'Lung-Bleeding Touch' techniques have their infliction chances of Wounded: Bleeding raised to 60%. Possessor's 'Lung-Bleeding Touch' ability has its infliction chances of Drowning and Suffocation raised to 60%.
Requires: Lung-Bleeding Touch
Cost: 380,000 Gold, 2 Weeks
Improved Blood Conversion- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Conversion' ability may convert up to 10,000 points of HP into MP
Requires: Blood Conversion
Cost: 100,000 Gold, 2 Weeks
Improved Blood Elemental Emanation- (Passive Ability, Other: Count of Blood) Possessor's 'Call Forth the Living Blood' ability may summon entities up to Level 20
Requires: Call Forth the Living Blood
Cost: 200,000 Gold, 2 Weeks
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Requires: Cause Improved Blood Loss
Cost: 300,000 Gold, 2 Weeks
Improved Blood Mana Investiture- (Passive Ability, Other: Count of Blood) Possessor gains +25,000 MP if possessor is Blood element and has over 75,000 HP
Requires: Magic-Containing Blood, Knowledge of Ritual Blood Magic, Apprentice Blood Magic Attunement, Bloodspell
Cost: 400,000 Gold, 2 Weeks
Improved Blood Sacrifice- (Technique Ability, Other: Count of Blood) The amount of HP that possessor's 'Blood Sacrifice' technique may regenerate is raised to 100,000 points.
Requires: Count of Blood, Blood Sacrifice
Cost: 500,000 Gold, 2 Weeks
Improved Blood Weaponry- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' and 'Variable Bloodweapon' abilities provide +1,000 additional Melee Attack, Magical Attack, and Ranged Attack (out of the bonus types they already possess) and +1,000 additional points to each stat they provide a bonus to
Requires: Greater Weaponization of Blood, Variable Bloodweapon
Cost: 1,000,000 Gold, 2 Weeks
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Blood, Basic Understanding of the Heart of Blood
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Requires: Apprentice Defenses Against Blood, Basic Blood Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Requires: Apprentice Blood Synchronization, Improved Defenses against Blood, Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Requires: Diviner, Discern Lineage
Cost: 200,000 Gold, 1 Week
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Requires: Basic Blood Synchronization
Cost: 70,000 Gold, 1 Week
Improved Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 60% chance of afflicting their possessor with Pain at the start of every round
Requires: Induce Painful Blood Loss
Cost: 600,000 Gold, 2 Weeks
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Requires: Improved Command of Blood, Apprentice Understanding of the Heart of Blood
Cost: 500,000 Gold, 2 Weeks
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Requires: Red Thirst, Adept Blood Magic Attunement
Cost: 12,000,000 Gold, 2 Weeks
Improved Weakening Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 60% chance of afflicting their possessor with Stat Drain: CON Drain and Stat Drain: STR Drain at the start of every round
Requires: Induce Weakening Blood Loss, Induce Bleeding of Life Force
Cost: 600,000 Gold, 2 Weeks
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Requires: Apprentice Zonal Acclimation of Blood
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Blood Empowerment- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Blood
Requires: Empowered by Blood, Nourished by Blood, Improved Zonal Acclimation of Blood
Cost: 1,000,000 Gold, 2 Weeks
Incite Blood Rebellion- (Technique Ability, Other: Count of Blood) Possessor may use 'Incite Blood Rebellion' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '60% inflicts Voidstruck: Blood Rebellion'.
Requires: Improved Weaponization of Blood, Blood Puppetry, Improved Command of Blood, Bloodspell, Draining Spell, Open Veins
Cost: 600,000 Gold, 2 Weeks
Incurable Bleeding- (Passive Ability, Other Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to no t be able to be coured by indivudals below Level 40
Requires: Persistent Bleeding
Cost: 1,000,000 Gold, 2 Weeks
Induce Bleeding of Life Force- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max CON worth of Physical element Damage per round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 600,000 Gold, 2 Weeks
Induce Bleeding of Spirit Essence- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% of their possessor's Max SPI worth of Physical element SPI Damage at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 600,000 Gold, 2 Weeks
Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 300,000 Gold, 2 Weeks
Induce Weakening Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Stat Drain: CON Drain and Stat Drain: STR Drain at the start of every round
Requires: Cause Torrential Blood Loss, Improved Blood Loss Induction
Cost: 300,000 Gold, 2 Weeks
Infinite Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor gains the element Blood while in Count of Blood stances
Requires: Meditative Assumption of Blood, Adept Blood Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Requires: Magic-Containing Blood, Apprentice Blood Magic Attunement, Bloodspell
Cost: 300,000 Gold, 2 Weeks
Joy In Bloodletting- (Passive Ability, Other: Count of Blood) Possessor may choose to be cured of Confusion: Depression whenever any individual in the same battle as possessor dies, is afflicted with Wounded: Bleeding, or takes over 500,000 Damage from any attack
Requires: Basic Blood Synchronization
Cost: 50,000 Gold, 1 Week
Killing Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Instant Death at the start of every round if their possessor is below Level 20
Requires: Induce Bleeding of Life Force, Induce Bleeding of Spirit Essence, Induce Painful Blood Loss, Induce Weakneing Blood Loss, Red Potency
Cost: 2,000,000 Gold, 2 Weeks
Lashing Veins- (Passive Ability, Other: Count of Blood) Possessor may deal 60,000 Flat Physical element Damage to any individual in battle at the start of any round that possessor is afflicted with Wounded: Bleeding
Requires: Improved Weaponization of Blood, Count of Blood
Cost: 600,000 Gold, 2 Weeks
Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Requires: Apprentice Blood Magic Attunement, Apprentice Blood Synchronization, Apprentice Gate Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Long Blood Whips- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' ability gain 'deals full Damage to targets below Level 60 in the back row'
Requires: Improved Weaponization of Blood, Blood Whips, Improved Blood Weapons
Cost: 400,000 Gold, 2 Weeks
Luminous Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Dodge if in a Zone of Darkness if possessor is afflicted with Wounded: Bleeding
Requires: Basic Light Synchronization OR Basic Illusion Synchronization, Basic Blood Synchronization
Cost: 20,000 Gold, 1 Week
Lung-Bleeding Touch- (Technique Ability, Other: Count of Blood) Possessor may use 'Lung-Bleeding Touch' in conjunction with a Melee Attack action so long as possessor has no non-'Fist Weapon' weapons equipped, possessor is Blood element, and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding', '30% inflicts Drowning' and '30% inflicts Suffocation'.
Requires: Bleeding Touch
Cost: 500,000 Gold, 2 Weeks
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Requires: Apprentice Blood Synchronization
Cost: 300,000 Gold, 2 Weeks
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Requires: Basic Blood Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Mirror of My Blood- (Technique Ability, Other: Count of Blood) Possessor gains '15% may reflect actions from sources below Level 40' if possessor is Blood element and afflicted with Wounded: Bleeding
Requires: Blood Mirror Technique, Blood Control, Possesses a Large Quantity of Blood
Cost: 5,000,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Blood- (Passive Ability, Other: Count of Blood) Possessor may use the Technique 'Elemental Attack-Conversion: Blood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Blood element.
Requires: Elemental Attack-Conversion: Blood
Cost: 500,000 Gold, 2 Weeks
Nourish Blood- (Passive Ability, Other: Count of Blood) Whenever possessor deals HP or MP healing to an Blood element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Blood, Nourished by Blood
Cost: 200,000 Gold, 2 Weeks
Nourished By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks
Nullify Blood- (Passive Ability, Other: Count of Blood) Possessor may remove the element Blood from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Blood-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Blood-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Blood from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Blood Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Requires: Open Veins, Blood Drain, Blood Drinking
Cost: 300,000 Gold, 1 Week
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Requires: Induce Painful Blood Loss, Apprentice Weaponization of Blood, Improved Blood Loss Induction
Cost: 200,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Blood- (Passive Ability, Other: Count of Blood) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Voidstruck: Blood Rebellion
Requires: Basic Blood Resistance, Basic Weaponization of Blood
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Voidstruck: Blood Rebellion Resistance
Requires: Basic Blood Resistance
Cost: 40,000 Gold, 2 Weeks
Persistant Bleeding- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to gains 'Individuals below Level 40 may not use their natural auto-recovery chances as granted by the Rules Thread to cure themselves of instances of Wounded: Bleeding with possessor as a source', Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to gain 'Individuals below Level 40 possessor no natural per-round auto-recovery chance as listed in the Rules Thread from instances of Wounded: Bleeding with possessor as a source'
Requires: Induce Bleeding of Life Force, Induce Bleeding of Spirit Essence, Induce Painful Blood Loss, Induce Weakneing Blood Loss
Cost: 1,000,000 Gold, 2 Weeks
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Requires: Basic Blood Synchronization
Cost: 30,000 Gold, 1 Week
Predict the Flow of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5% Dodge against Blood element individuals
Requires: Improved Defenses Against Blood, Improved Understanding of the Heart of Blood, Defenses that Utilize Blood
Cost: 200,000 Gold, 2 Weeks
Project Blood- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Blood
Requires: Improved Weaponization of Blood
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element and performs an 'Elemental Attack' action that is solely Blood element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Blood
Cost: 500,000 Gold, 2 Weeks
Purifying Purgation- (Passive Ability, Other: Count of Blood) Possessor's per-round chances of automatic recovery from minor negative status effects are increased by 30% if possessor is afflicted with Wounded: Bleeding, Possessor has a 30% chance of being cured of each minor negative status effect that possessor is afflicted with at the start of each round
Requires: Improved Healing Through Blood, Apprentice Blood Synchronization, Purity of Blood
Cost: 300,000 Gold, 2 Weeks
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Requires: Apprentice Blood Synchronization, Improved Blood Resistance, Improved Defenses Against Blood, Improved Understanding of the Heart of Blood
Cost: 500,000 Gold, 3 Weeks
Quality Blood- (Passive Ability, Other: Count of Blood) Possessor gains 5% Minor Status Effect Resistance if Blood element
Requires: Basic Blood Synchronization
Cost: 200,000 Gold, 1 Week
Reconsume Blood Elemental Spawn- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, unsummon one of possessor's Blood element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Blood Elemental Emanation, Improved Affinity to Healing Via Blood
Cost: 200,000 Gold, 2 Weeks
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Requires: Red Wounds, Hemotheurge, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Requires: Red Vitality, Red Wisdom, Red Potency, Red Thirst, Red Sorrow, Adept Blood Synchronization, Bleeding Immunity, Superior Bleeding Reduction, Superior Resist Bleeding
Cost: 50,000,000 Gold, 2 Weeks
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Requires: Bloodwall, Red Wounds, Blood Manipulation, Improved Healing Through Blood, Regenerative Blood
Cost: 5,000,000 Gold, 2 Weeks
Red Murder- (Passive Ability, Other: Count of Blood) Individuals below Level 40 who are killed by Blood-element Damage with possessor as a source may not be resurrected by individuals below Level 40
Requires: Red Potency
Cost: 5,000,000 Gold, 2 Weeks
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Requires: Red Wounds, Level 31
Cost: 5,000,000 Gold, 2 Weeks
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Requires: Red Wounds, Blood Hex, Improved Blood Loss Induction
Cost: 1,000,000 Gold, 2 Weeks
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Requires: Red Wounds
Cost: 5,000,000 Gold, 2 Weeks
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Requires: Red Mantle, Great Vitality, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Requires: Red Magic, Vampiric Wisdom
Cost: 5,000,000 Gold, 2 Weeks
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Requires: Greater Weaponization of Blood, Vampiric Weaponry, Blood Sacrifice
Cost: 5,000,000 Gold, 3 Weeks
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Requires: Apprentice Blood Synchronization, Basic Blood Resistance, Basic Affinity to Healing Via Blood
Cost: 80,000 Gold, 2 Weeks
Reflect Blood- (Passive Ability, Other: Count of Blood) Possessor Reflects Blood against sources below Level 20 if Level 20 or greater
Requires: Blood Immunity
Cost: 500,000 Gold, 2 Weeks
Reflected Cuts- (Passive Ability, Other: Count of Blood) If possessor is Blood element an would be afflicted with Wounded: Bleeding by a source below Level 60, possessor has a 20% chance of not being afflicted with said status effect and having an optional 100% chance of inflicting Wounded: Bleeding on the source of said effect
Requires: Improved Defenses Against Blood, Reflect Blood
Cost: 600,000 Gold, 2 Weeks
Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Requires: Apprentice Healing Through Blood, Purity of Blood
Cost: 300,000 Gold, 2 Weeks
Relentless Tempest of Blood- (Passive Ability, Other: Count of Blood) If possessor's last action was solely Blood element either due to this ability or the technique 'Elemental Attack-Conversion: Blood', possessor may make any of possessor's offensive actions solely Blood element.
Requires: Nonsynchronous Elemental Attack-Conversion: Blood, Adept Blood Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Requires: Basic Defenses Against Blood, Basic Blood Resistance
Cost: 70,000 Gold, 1 Week
Sanguine Glee- (Passive Ability, Other: Count of Blood) Possessor may choose to be afflicted with any one minor positive status effect, to regenerate 50,000 HP, and to regenerate 50,000 MP each time possessor kills an individual if possessor is Blood element
Requires: Joy in Bloodletting, Vampiric
Cost: 2,000,000 Gold, 2 Weeks
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Requires: Basic Blood Synchronization, Defenses that Utilize Blood
Cost: 100,000 Gold, 2 Weeks
Sanguine Soverignty- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose for quantities of HP Drain, MP Drain, Stat Point Drain, and Gold Drain dealt by individuals below Level 60 that are below possessor's Level to be set to 0 points
Requires: Tyrant of Crimson Rain, Adept Blood Synchronization, Bleed Magic, Bleed Money
Cost: 20,000,000 Gold, 2 Weeks
Scintillating Blood Whips- (Passive Ability, Other: Count of Blood) Weapons created by possessor's 'Blood Whip' ability gain '30% may inflict Confusion'
Requires: Scintillating Blood, Blood Whip
Cost: 200,000 Gold, 1 Week
Scintillating Blood Wings- (Passive Ability, Other: Count of Blood) If possessor possesses a buff from an ability posssessor possesses called 'Wings of Blood', possessor may, at the beginning of each round, choose to have a 30% chance of inflcting Confusion on each opponent
Requires: Scintillating Blood, Wings of Blood
Cost: 200,000 Gold, 1 Week
Scintillating Blood- (Passive Ability, Other: Count of Blood) Possessor has a 30% chance of inflicting Confusion on each opponent at the start of each round if possessor is Blood element, Light element, or Illusion element and is afflicted with Wounded: Bleeding
Requires: Luminous Blood, Possesses a Large Quantity of Blood
Cost: 300,000 Gold, 2 Weeks
Sculpt Blood Minions- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, if any individual present is afflicted with Wounded: Bleeding, summon 1 Sculpted Blood Minion from the Enemy List; These summons are considered to be Blood Magic summons and Golomancy summons, Max 20 summoned
Requires: Apprentice Command of Blood, Apprentice Golomancy Attunement
Cost: 300,000 Gold, 2 Weeks
Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Limited Bloodwarp, Count of Blood
Cost: 500,000 Gold, 2 Weeks
Soothing Blood Emanation- (Passive Ability, Other: Count of Blood) Whenever possessor absorbs Damage that is Blood element Damage, Possessor may choose to deal 10,000 Flat Blood element HP Healing to up to 10 targets that are Blood element
Requires: Emanate Blood, Nourish Blood
Cost: 300,000 Gold, 1 Week
Stability Within Blood- (Passive Ability, Other: Count of Blood) Possessor gains 25% minor negative status effect resistance while in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood, Defenses that Utilize Blood
Requires: 500,000 Gold, 2 Weeks
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Requires: Divine Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Requires: Basic Divine Magic Attunement, 3 other Priest abilities
Cost: 125,000 Gold, 2 Weeks
Stigmata- (Passive Ability, Other: Count of Blood) If possessor is afflicted with Wounded: Bleeding, Divine Magic spells cost possessor 2,000 less MP to cast
Requires: Apprentice Divine Magic Attunement, Basic Blood Synchronization
Cost: 60,000 Gold, 1 Week
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Requires: Apprentice Blood Synchronization, Basic Blood Resistance, Basic Affinity to Healing Via Blood
Cost: 70,000 Gold, 2 Weeks
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Requires: Reduce Bleeding, Stop Bleeding
Cost: 1,000,000 Gold, 2 Weeks
Superior Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 30%
Requires: Greater Blood Loss Induciton, Red Wounds, Cause Torrential Blood Loss, Level 20
Cost: 3,000,000 Gold, 2 Weeks
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Requires: Improved Defenses Against Blood, Improved Blood Resistance, Greater Resist Bleeding
Cost: 400,000 Gold, 1 Week
Tend Plants With Blood- (Passive Ability, Other: Count of Blood) Possessor's Plant pets and summons gain +200 to all stats as a buff that stacks 5 times at the start of each round during which any individual in the same battle is afflicted with Wounded: Bleeding
Requires: Botanist, Count of Blood
Cost: 800,000 Gold, 2 Weeks
The Wounds Will Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding to have a 60% chance of inflicting Wounded on their possessor at the start of every round
Requires: Bleeding Wounds, Red Wounds
Cost: 2,000,000 Gold, 2 Weeks
Thorns of Blood- (Passive Ability, Other: Count of Blood) Possessor may deal 200,000 Flat Blood element Damage to any individual in battle at the start of any round that possessor is afflicted with Wounded: Bleeding
Requires: Lashing Veins, Red Magister, Greater Weaponization of Blood, Defenses that Utilize Blood
Cost: 3,000,000 Gold, 2 Weeks
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Requires: Invest Power Into Blood, Vampiric
Cost: 3,000,000 Gold, 2 Weeks
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Requires: Basic Water Synchronization, 3 other Ocean Prince abilities
Cost: 125,000 Gold, 2 Weeks
Transmute Water Into Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of each round, turn one Zone of Water present that was created by either possessor or a source below Level 60 into a Zone of Blood
Requires: Zonal Blood Control, Apprentice Water Synchronization, Apprentice Transmutation Attunement
Cost: 400,000 Gold, 2 Weeks
Triggered Blood Message- (Passive Ability, Other: Count of Blood) When possessor uses the technique 'Blood Message' possessor may instead choose a willing ally and, instead of delaying said action for a set number of rounds, choose to delay said action until said individual is afflicted with Wounded: Bleeding, with a max of 1 action being delayable in this manner at any given time
Requires: Implant Blood Message, Bloodsense, Apprentice Enchantment Attunement
Cost: 500,000 Gold, 2 Weeks
Tyrant of Crimson Rain- (Passive Ability, Other: Count of Blood) If possessor is Blood element an in a Zone of Blood and Water, possessor regenerates 100,000 HP per round, If possessor is Blood element and in a Zone of Blood and Water, possessor may deal 300,000 Flat Blood element Damage to any individual within said Zone at the start of each round, If possessor is in a Zone of Blood, possessor's Blood element allies gain +300 to all stats as a non-stacking bonus that cannot raise their stats above 1,000,000
Requires: Harbinger of Red Rivers, Crimson Majesty
Cost: 5,000,000 Gold, 2 Weeks
Understanding of the Bonds of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Blood element individual
Requires: Improved Understanding of the Heart of Blood
Cost: 200,000 Gold, 2 Weeks
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Requires: Hemotheurge, Red Wisdom
Cost: 5,000,000 Gold, 2 Weeks
Uplifted By Blood- (Passive Ability, Count of Blood) If possessor is Blood element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Blood
Requires: Basic Understanding of the Heart of Blood
Requires: 200,000 Gold, 2 Weeks
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Requires: Vampiric
Cost: 2,000,000 Gold, 2 Weeks
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Requires: Vampiric
Cost: 30,000,000 Gold, 3 Weeks
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Requires: Open Veins and Feast, Count of Blood
Cost: 5,000,000 Gold, 4 Weeks
Variable Bloodweapon- (Passive Ability, Other: Count of Blood) Possessor may, at the beginning of any round, create and equip a Temporary weapon named 'Bloodweapon' that is a Blood element weapon of any base weapon subtyp and provides +500 Melee Attack, Magical Attack, or Ranged Attack (chosen at the time of its creation) and +500 to any one chosen stat out of STR, AGI, CON, MIN, and SPI; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.
Requires: Blood Whip, 30 abilities from Weapon-based classes
Cost: 600,000 Gold, 2 Weeks
Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Requires: Bloodwarp, Cause Torrential Blood Loss, Open Veins
Cost: 600,000 Gold, 2 Weeks
Veintearer Bloodbullet Creation- (Passive Ability, Other: Count of Blood) Possessor's 'Ranged Attack' and 'Point Blank' actions may gain '30% inflicts Wounded: Bleeding' if possessor has a Gun equipped and is Blood element
Requires: Blood Bullets, Cause Torrential Blood Loss
Cost: 400,000 Gold, 2 Weeks
Vexing Bloodline Curse- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor has a 60% chance of being afflicted with Hexed, Hexed: Ill Fortune, and Hexed: Backlash at the start of each round; Possessor's summons obtain a copy of this debuff when summoned'
Requires: Curse Bloodline, Vampiric Wisdom OR Warlock
Cost: 600,000 Gold, 2 Weeks
Waterproof Bloodcoat- (Passive Ability, Other: Count of Blood) Possessor gains 30% Water Resistance and +500 Defense if Blood element
Requires: Armor Against Blood, Breathe Blood
Cost: 700,000 Gold, 2 Weeks
Whipless Blood Puppetry- (Passive Ability, Other: Count of Blood) Possessor's 'Blood Puppetry' ability loses the restriction 'If possessor has a Whip named 'Blood Whip' or a Puppet Strings equipped'
Requires: Blood Puppetry
Cost: 100,000 Gold, 1 Week
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Requires: Red Magister, Blood Control
Cost: 5,000,000 Gold, 2 Weeks
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Requires: Red Magister, Blood Control
Cost: 1,000,000 Gold, 2 Weeks
Write in Blood- (Passive Ability, Other: Count of Blood) Buffs with possessor as a source that come from Blood element spells last 1 round longer if they already last at least 5 rounds
Requires: Blood Manipulation
Cost: 40,000 Gold, 2 Weeks
X-Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round to individuals below Level 60
Requires: Cause Torrential Blood Loss, Adept Blood Synchronization
Cost: 12,000,000 Gold, 2 Weeks
Youth-Granting Blood- (Passive Ability, Other: Count of Blood) Possessor may choose for individuals who deal Drain to possessor to gain Fatigued: Elderly Immunity
Requires: Eternal Youth Through Blood Consumption, Invest Power in Blood
Cost: 2,000,000 Gold, 1 Week
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Blood, Improved Zonal Acclimation of Blood
Cost: 1,000,000 Gold, 2 Weeks
He's a big boy and can pay for this, it'll take 589 weeks and can even out.
He will finish both Tracks on July 31, 2030
Absorb Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Absorbs Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Amounts of Devastation element Damage possessor deals are increased by 10,000 points, Devastation element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Devastation element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Ruin Bringer, 50 other Other: Ruin Bringer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Devastation
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Devastation
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 Defense against Devastation
Requires: Basic Defenses Against Devastation
Cost: 100,000 Gold, 2 Weeks
Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Requires: Basic Devastation Synchronization, 3 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +100 to all stats
Requires: Apprentice Command of Devastation, Basic Understanding of the Heart of Devastation
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Devastation
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation
Requires: Basic Zonal Acclimation of Devastation
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Devastation's Dominion- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Devastation
Requires: Basic Zonal Acclimation of Devastation
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Devastation Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +50 to all stats
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +10 to all stats
Requires: Basic Command of Devastation
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats while in a Zone of Devastation
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Devastation- (Active Ability, Other: Ruin Bringer) Possessor may spend an action to summon 5 Elementals that are Devastation element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Devastation, Emanate Devastation
Cost: 300,000 Gold, 2 Weeks
Control of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor has a 20% chance of being able to cancel the actions of Devastation element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Devastation Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 Defense if possessor has any Devastation-element items equipped that provide a Defense bonus
Requires: Basic Devastation Synchronization, Basic Defenses against Devastation, Basic Weaponization of Devastation
Cost: 200,000 Gold, 2 Weeks
Detect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1% To Hit against Devastation element targets
Requires: Apprentice Divining Attunement, Basic Devastation Synchronization
Cost: 100,000 Gold, 2 Weeks
Devastation Battle-Aura- (Stance Ability, Other: Ruin Bringer) Possessor deals 10,000 Flat Devastation element Damage to each opponent at the start of each round
Requires: Emanate Devastation, Improved Weaponization of Devastation
Cost: 200,000 Gold, 3 Weeks
Devastation Body Form- (Stance Ability, Other: Ruin Bringer) Possessor gains +200 Defense against Devastation, Possessor gains 15% Devastation Resistance, Possessor may deal 5,000 Flat Devastation element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Devastation, Ruin Bringer, Basic Devastation Resistance, Apprentice Understanding of the Heart of Devastation, Apprentice Defenses Against Devastation
Cost: 300,000 Gold, 3 Weeks
Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Devastation Synchronization, 5 other Other: Ruin Bringer abilities
Cost: 400,000 Gold, 3 Weeks
Elemental Attack-Conversion: Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Devastation element and no other technique is used. Said action becomes solely the element Devastation.
Requires: Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Invocation of Devastation' in conjunction with an 'Elemental Attack' action so long as possessor is Devastation element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Devastation
Cost: 200,000 Gold, 2 Week
Emanate Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor absorbs Damage that is Devastation element Damage, Possessor may choose to deal 10,000 Flat Devastation element Damage to up to 10 targets
Requires: Absorb Devastation, Devastation Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks
Greater Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Devastation, Other: Ruin Bringer
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Devastation, Basic Understanding of the Heart of Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +5,000 Defense against Devastation
Requires: Apprentice Defenses Against Devastation, Basic Devastation Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +2,000 Defense if possessor has any Devastation-element items equipped that provide a Defense bonus
Requires: Apprentice Devastation Synchronization, Improved Defenses against Devastation, Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Devastation Elemental Emanation- (Passive Ability, Other: Ruin Bringer) Possessor's 'Call Forth the Living Devastation' ability may summon entities up to Level 20
Requires: Call Forth the Living Devastation
Cost: 200,000 Gold, 2 Weeks
Improved Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +250 to all stats
Requires: Improved Command of Devastation, Apprentice Understanding of the Heart of Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1,000 to all stats while in a Zone of Devastation
Requires: Apprentice Zonal Acclimation of Devastation
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Devastation Empowerment- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Devastation
Requires: Empowered by Devastation, Nourished by Devastation, Improved Zonal Acclimation of Devastation
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains the element Devastation while in Ruin Bringer stances
Requires: Meditative Assumption of Devastation, Adept Devastation Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Meditative Assumption of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may choose, at the beginning of a thread, to become solely Devastation element
Requires: Basic Devastation Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nonsynchronous Elemental Attack-Conversion: Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may use the Technique 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Devastation element.
Requires: Elemental Attack-Conversion: Devastation
Cost: 500,000 Gold, 2 Weeks
Nourish Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor deals HP or MP healing to an Devastation element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Devastation, Nourished by Devastation
Cost: 200,000 Gold, 2 Weeks
Nourished By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks
Nullify Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may remove the element Devastation from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Devastation-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Devastation-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Devastation from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Devastation Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Devastation Resistance, Basic Weaponization of Devastation
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains 5% Voidstruck: Wrecked Resistance
Requires: Basic Devastation Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +5% Dodge against Devastation element individuals
Requires: Improved Defenses Against Devastation, Improved Understanding of the Heart of Devastation, Defenses that Utilize Devastation
Cost: 200,000 Gold, 2 Weeks
Project Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Devastation
Requires: Improved Weaponization of Devastation
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element and performs an 'Elemental Attack' action that is solely Devastation element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Reconsume Devastation Elemental Spawn- (Passive Ability, Other: Ruin Bringer) Possessor may, at the start of any round, unsummon one of possessor's Devastation element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Devastation Elemental Emanation, Improved Affinity to Healing Via Devastation
Cost: 200,000 Gold, 2 Weeks
Reflect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Reflects Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Devastation- (Passive Ability, Other: Ruin Bringer) If possessor's last action was solely Devastation element either due to this ability or the technique 'Elemental Attack-Conversion: Devastation', possessor may make any of possessor's offensive actions solely Devastation element.
Requires: Nonsynchronous Elemental Attack-Conversion: Devastation, Adept Devastation Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Devastation Synchronization, 10 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 4 Weeks
Soothing Devastation Emanation- (Passive Ability, Other: Ruin Bringer) Whenever possessor absorbs Damage that is Devastation element Damage, Possessor may choose to deal 10,000 Flat Devastation element HP Healing to up to 10 targets that are Devastation element
Requires: Emanate Devastation, Nourish Devastation
Cost: 300,000 Gold, 1 Week
Stability Within Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains 25% minor negative status effect resistance while in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation, Defenses that Utilize Devastation
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Devastation element individual
Requires: Improved Understanding of the Heart of Devastation
Cost: 200,000 Gold, 2 Weeks
Uplifted By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks
Zonal Devastation Control- (Passive Ability, Other: Ruin Bringer) Possessor may, at the start of each round, choose one Zone of Devastation that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Devastation, Improved Zonal Acclimation of Devastation
Cost: 1,000,000 Gold, 2 Weeks
This will take 129 weeks and will finish on May 26, 2027
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Requires: Blessed Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Requires: Offensive Aura Extrusion
Cost: 110,000 Gold, 2 Weeks
Aura Wearer I- (Passive Ability, Auramancer) Possessor gains +5 to all stats when possessor has a Aura equipped
Requires: Basic Aura Mastery
Cost: 20,000 Gold, 2 Weeks
Aura Wearer II- (Passive Ability, Auramancer) Possessor gains +25 to all stats when possessor has a Aura equipped, Possessor gains +50 Defense when possessor has a Aura equipped
Requires: Aura Wearer I
Cost: 60,000 Gold, 2 Weeks
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Requires: Shared Blessed Aura
Cost: 300,000 Gold, 2 Weeks
Charitable Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing a copy of a single-stat-increasing portion of a buff present on possessor, with said new buff providing a max of +2,000 to any one stat
Requires: Abjurer OR Healer, Aura of Gifts
Cost: 400,000 Gold, 2 Weeks
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Requires: Basic Aura Mastery
Cost: 10,000 Gold, 2 Weeks
Miasmatic Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Disease on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Positive Aura Resonance: Agility- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 AGI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Constitution- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 CON that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Mind- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 MIN that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Spirit- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 SPI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Strength- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 STR that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Radiating Attractive Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Charm on up to 15 targets
Requires: Attractive Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Requires: Baleful Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Lurid Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Poison on up to 15 targets
Requires: Lurid Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Miasmatic Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Disease on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Numbing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Paralyzed on up to 15 targets
Requires: Numbing Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Requires: Patterned Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Somnolent Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Fatigued on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Radiating Stinging Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Pain on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Requires: Vexatious Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Requires: Shared Aura Protection
Cost: 60,000 Gold, 2 Weeks
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Requires: Vitalizing Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week
Wizardly Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Auramancer, Wizard
Cost: 300,000 Gold, 2 Weeks
will learn it on Thursday, October 23, 2025.
costing: 46 weeks, and costing
3,560,000 gold
Track B:
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Please change the following to be World Laws instead of Active/Passive abilities:
Offerings of Food, Drink, and Incense Empower Spirits
Spirits May Castigate Those Who Offend Them
The Creation of Personal Shrines Empowers Spirits
The Presence of Spirits Deters the Creation of Undead
Virtues Resist Temptation