Ability Shop

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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Ryuutarou's NEW TRAINING TRACK
~ALCHEMIST~ [4]
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Requires: Apprentice Alchemy Attunement, 10 other Alchemist abilities
Cost: 125,000 Gold, 4 Weeks

~SHADOW BLADE~ [21-1 = 20]
Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Requires: Basic Knife Training, 3 other Shadow Blade abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Dual Knife-Wielding- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack if possessor has two Knives or a Knife that is a Weaponx2 equipped
Requires: Apprentice Knife Training
Cost: 60,000 Gold, 2 Weeks

Knife-Fighter- (Passive Ability, Shadow Blade) Possessor gains +1% To Hit, +1% Dodge, and deals 200 additional Damage while possessor has a Knife equipped
Requires: Apprentice Knife Training, Basic Unarmed Technique Training
Cost: 300,000 Gold, 2 Weeks

Master of Cutlery- (Passive Ability, Shadow Blade) If possessor is wielding a Knife, quantities of possessor's HP that are healed by Food consumables are increased by 2,000 points
Requires: Shadow Blade, Chef
Cost: 5,000,000 Gold, 3 Weeks

Plant-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Plant-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Plants and gains +5% To Hit against Plants.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks

TO COMPLETE IN 24 WEEKS, ON 2021-09-18
Ryuutarou loses
1 Shadow Blade Week

Dulcinea loses
6,935,000 Gold


This post only, ~UPDATED~
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
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Re: Ability Shop

Post by The Nottest of Daves »

Celestine's New Track:
~HEIR TO THE FUTURE~ [4]
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Technology Synchronization, 10 other Heir to the Future abilities
Cost: 125,000 Gold, 4 Weeks


~KINETIC EMPEROR~ [4]
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks

TO COMPLETE IN 8 WEEKS, ON 2021-05-29
Celestine pays 250,000 Gold
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The Nottest of Daves
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Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Willoughby's New Training Track!
~GEARWRIGHT~ [2]
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork 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


~MECHANIST~ [2]
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine 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


~ROBOTICIST~ [2]
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot 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

TO COMPLETE IN 6 WEEKS, ON 2021-05-15
Willoughby pays 60,000 gold.

This post, only, has been ~UPDATED~
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Celas
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Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Celas is sitting on a whopping 485 Bonus Weeks, once the For Goodness Tsayikk thread is processed.

He knocks 5 Essence Sphere: Botanist off Geddoe's Master Divine Magic and then his own Adept Controller to get 5 Superior Essence Sphere: Controller, which he instantly consumes.

Dulcinea helps with this next bit:
30 Purity = 5 Attunement Book: Ritualist
15 Essence Sphere Botanist = 5 each Essence, Improved Essence, and Greater Essence Spheres: Ritualist

Cael chips in for
15 Essence Sphere Botanist = 5 each Essence, Improved Essence, and Greater Essence Spheres: Seer

He uses all of those, too.

He instantly learns, with Bonus Weeks, discounted to 1 week and 100,000 gold each via Impulse Mastery:

Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Abstract-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
Requires: Abstract-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Angel-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Asterismic-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Astral Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Celestial-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Requires: Daemon-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Daemon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Requires: Daemon-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Darkspawn-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Demon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Deva-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Devil-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Elemental-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Expert Force Training- (Passive Ability, Controller) The Melee Attack bonus, Ranged Attack bonus, or Magical Attack bonus granted by up to one Force weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Force)
Requires: Adept Force Training, 100 other Controller Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Fae-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Golem-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Horror-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.Requires: Horror-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Illuminated-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Magic Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Monster-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Prime-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks

Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Force Training
Cost: 300,000 Gold, 2 Weeks

Solar Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Impulse, Adept Force Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 2 Weeks



Planetary Traits- (Passive Ability, Other: Worldbound God) If possessor is a Planetary, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 2 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 2 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 2 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 2 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 2 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. 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.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.
Requires: No Prerequisites
Cost: 19,500,000 Gold, 390 Weeks



Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Requires: Basic Robe Mastery, 3 other Seer abilities
Cost: 125,000 Gold, 2 Weeks

Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Requires: Robe Wearer 1, Bearer of Mystic Vestments
Cost: 60,000 Gold, 2 Weeks

Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Requires: Basic Robe Mastery
Cost: 20,000 Gold, 2 Weeks

Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Requires: Robe Wearer I
Cost: 60,000 Gold, 2 Weeks

Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Requires: Apprentice Robe Mastery
Cost: 70,000 Gold, 2 Weeks

Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Requires: Robed Spellcaster
Cost: 200,000 Gold, 2 Weeks

Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 70,000 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 Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks





This costs:
472 of his generic Bonus Weeks, leaving 13
14 Seer Bonus Weeks, leaving 1
20 Ritualist Bonus Weeks, leaving 0
125,960,000 Gold
35 Essence Sphere: Botanist
30 Purity

and gains the awards
Has Consumed 5 Superior Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Attunement Book: Ritualist

He starts training in Real-Time

Track A
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Requires: Apprentice Robe Mastery, 10 other Seer abilities
Cost: 125,000 Gold, 4 Weeks

Track B
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks

These will both finish on 2021-05-02

(126,210,000 Total Gold Cost for post, including Capstones)

Next Priorities for Future-Me: Large Structure, Priest, Formus
Kitsune106d
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Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Holds a Job Down at the Quarry- (Passive Ability, Merchant) Possessor may, once per day, post to claim 1,000,000 Gold and 1 Mountain King Bonus Week, Possessor loses 1 battle slot per day, Possessor loses this ability if possessor does not post to claim the Gold and Week from this ability for 30 consecutive days without posting a Guild Thread saying they're putting in paperwork for approved long-term leave at their quarry job

Hera mines

1,000,000 gold
1 mountain king bonus week.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Holds a Job Down at the Quarry- (Passive Ability, Merchant) Possessor may, once per day, post to claim 1,000,000 Gold and 1 Mountain King Bonus Week, Possessor loses 1 battle slot per day, Possessor loses this ability if possessor does not post to claim the Gold and Week from this ability for 30 consecutive days without posting a Guild Thread saying they're putting in paperwork for approved long-term leave at their quarry job

Hera mines
since 4/5/2021
2,000,000 gold
2 mountain king bonus week.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

Right, LET'S ABILITIES!

I'll hold off on using the general Bonus Weeks for now- if I use them later, I'll see about editing this post as well to prevent future confusion.

First up, Cael!

Track A begins learning:
Cosmic Harmonization of Void and Air- (Passive Ability, Other: Unbound Guru) Possessor may count Wind Duke abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Wind Duke abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Wind Duke)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Earth- (Passive Ability, Other: Unbound Guru) Possessor may count Mountain King abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Mountain King abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Mountain King)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Fire- (Passive Ability, Other: Unbound Guru) Possessor may count Blazing Sultan abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Blazing Sultan abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Blazing Sultan)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Adept Air Synchronization- (Passive Ability, Wind Duke) Amounts of Air element Damage possessor deals are increased by 10,000 points, Air 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 Air element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wind Duke, 50 other Wind Duke Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
*

Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void 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 Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Unbound Guru, 50 other Unbound Guru Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Track B begins learning:
Cosmic Harmonization of Void and Metal- (Passive Ability, Other: Unbound Guru) Possessor may count Archsmith of Metal abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Archsmith of Metal abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Archsmith of Metal)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Water- (Passive Ability, Other: Unbound Guru) Possessor may count Ocean Prince abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Ocean Prince abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Ocean Prince)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks

Cosmic Harmonization of Void and Wood- (Passive Ability, Other: Unbound Guru) Possessor may count Lord of Trees abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Lord of Trees abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Lord of Trees)
Requires: Nexus of Elements
Cost: 40,000,000 Gold, 2 Weeks


Apprentice Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Air
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air 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 Air
Cost: 125,000 Gold, 2 Weeks

Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Air
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Requires: Basic Zonal Acclimation of Air
Cost: 30,000 Gold, 1 Week
*

Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Air Synchronization
Cost: 20,000 Gold, 2 Weeks

Emanate Air- (Passive Ability, Wind Duke) Whenever possessor absorbs Damage that is Air element Damage, Possessor may choose to deal 10,000 Flat Air element Damage to up to 10 targets
Requires: Absorb Air, Air Manipulation
Cost: 100,000 Gold, 2 Weeks
*11 Wind Duke Weeks are spent to insta-learn Adept Air Synchronization and Basic Acceleration Within Air's Dominion as soon as Cosmic Harmonization of Void and Air is learned.

Total cost for both: 250,545,000 Gold (Paid from his own pocket), 11 Wind Duke Weeks
Both start on the 6th of April, 2021 and finish on 27th of July, 2021.

(Next up: More Wind Duke, Expert Void, Expert Air, Adepts for Elements)
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Caelum's next! Apparently he was very, very well-prepared to aim for a specific weapon-type!

Track A begins learning:
Basic Stage Training- (Passive Ability, Other: Crossrealm Storyteller) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Stage equipped
Requires: Slayer, Geomancer, Summoner, Monk, Dancer, Bard, Musician, Wanderer, Diviner, Scholar, Seer, Magus, Card Mystic, Transmuter, Veilwalker, Subspace Architect, Unreality Coordinator, Genesis Architect
Cost: 60,000,000 Gold, 60 Weeks
Track B begins learning:
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks



Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Requires: Establish Dimensional Portal, Basic Spatial Magic Attunement, Theoretical Spellcaster
Cost: 200,000 Gold, 2 Weeks

Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Requires: Wanderer, Storyteller
Cost: 300,000 Gold, 2 Weeks

Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Requires: Teleporting Strike, Wanderer
Cost: 700,000 Gold, 2 Weeks

Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Requires: Fast Short-Distance Teleportation
Cost: 1,000,000 Gold, 2 Weeks

Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Requires: Establish Dimensional Portal, Familiarity with Being Teleported, Fast Short-Distance Teleportation
Cost: 600,000 Gold, 2 Weeks

Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Requires: Short-Distance Item Teleporation, Fast Short-Distance Teleporation
Cost: 200,000 Gold, 2 Weeks

Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Requires: Short-Distance Self-Teleporation, Fast Traveller
Cost: 400,000 Gold, 2 Weeks

Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Requires: Apprentice Gate Magic Attunement, Swift Travel, Swift Arrival
Cost: 200,000 Gold, 2 Weeks

Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Requires: Short-Distance Self-Teleportation, Can Percieve Standard Portal Destinations, Wanderer, Level 19
Cost: 2,000,000 Gold, 2 Weeks

Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Requires: Fast Short-Distance Teleportation, Unified Knowledge of Spatial Magic and Gate Magic, Basic Spatial Synchronization, Basic Space-Folding Technique,
Magic-Powered Space-Swap
Cost: 2,500,000 Gold, 2 Weeks

Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Requires: Familiarity with Being Teleported, Mid-Range (City-Ranged) Self-Teleportation, Combat Teleportation
Cost: 2,000,000 Gold, 2 Weeks

Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks

Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks

Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Requires: Fast Short-Distance Teleportation
Cost: 600,000 Gold, 2 Weeks

Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks


Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks

Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Requires: Mildly Self-Displacing Casting
Cost: 400,000 Gold, 2 Weeks

Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Weeks

From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Requires: Fast Short-Distance Item Teleportation, Basic Spatial Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Requires: Fast Portals, Spatial Viewing, From One Hand to the Other, Displacing Spell, Focused Spatial Magic Casting
Cost: 700,000 Gold, 2 Weeks

Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks

Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks

Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Requires: Spatial Mage, Diviner
Cost: 400,000 Gold, 2 Weeks
Total cost: 79,200,000 Gold (Paid by Cael)

Both start on the 6th of April, 2021, finishing on the 31st of May, 2022.

(Next up: Adept Gate Magic, Adept Spatial Magic)
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Dulcinea sits down to read the incredible illuminations of Techyllmann's Thesis!

Techyllmann's Thesis- (Permanent Consumable, Grimoire, Formus & Electrical, 1 Charge, 200,000,000 Gold) Gives target willing PC who does not possess the award 'Read Techyllmann's Thesis' the ability 'Basic Formus Synchronization', 30 Thunder Czar Bonus Weeks, and the award 'Read Techyllmann's Thesis'

She gains:
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element

And spends her bonus weeks immediately, gaining
Thunder Czar wrote: Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Requires: Electrical Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Requires: Basic Electrical Resistance
Cost: 200,000 Gold, 2 Weeks

Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Requires: Basic Command of Electrical
Cost: 40,000 Gold, 2 Weeks

Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Electrical Manipulation
Cost: 500,000 Gold, 2 Weeks

Electrical Battle-Aura- (Stance Ability, Thunder Czar) Possessor deals 10,000 Flat Electrical element Damage to each opponent at the start of each round
Requires: Emanate Electrical, Improved Weaponization of Electrical
Cost: 200,000 Gold, 3 Weeks

Electrical Immunity- (Passive Ability, Thunder Czar) Possessor gains Electrical Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Electrical Resistance, Thunder Czar, Level 20
Cost: 500,000 Gold, 2 Weeks

Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical 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 Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, 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 Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Electrical Synchronization, 5 other Thunder Czar abilities
Cost: 400,000 Gold, 3 Weeks

Emanate Electrical- (Passive Ability, Thunder Czar) Whenever possessor absorbs Damage that is Electrical element Damage, Possessor may choose to deal 10,000 Flat Electrical element Damage to up to 10 targets
Requires: Absorb Electrical, Electrical Manipulation
Cost: 100,000 Gold, 2 Weeks

Greater Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Electrical, Thunder Czar
Cost: 5,000,000 Gold, 2 Weeks

Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Requires: Apprentice Electrical Resistance, Basic Defenses against Electrical
Cost: 500,000 Gold, 2 Weeks

Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Electrical Synchronization, 10 other Thunder Czar abilities
Cost: 125,000 Gold, 4 Weeks
Costing her 8,145,000 Gold and all 30 Thunder Czar weeks.


This post, only, has been ~UPDATED~
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

Next is Rosaline!

Track A begins training:
Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Ice Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Ice Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Magic Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Magic Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Confer Water Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Water Resistance'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: DealAcid Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Acid Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Air Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Air Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Earth Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Earth Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Fire Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Fire Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Ice Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Ice Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Magic Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Magic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Enchanted Item Creation Discovery: Deal Water Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Water Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Enchantment Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Agility Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Agility Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Constitution Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Constitution Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Electrical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Electrical Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks


Adept Artifice Attunement- (Passive Ability, Artificer) Artifice spells cost possessor 10,000 less MP to cast, Artifice spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Artifice Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Artificer, 50 other Artificer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Track B begins training:
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Energy Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Energy Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: MindBoosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Mind Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Physical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Physical Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Spirit Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Spirit Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Strength Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Strength Boost'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Gadget Creation Discovery: Technology Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Technology Resistant'
Requires: Build Artificer's Doodad, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks



A Thousand Phantasmal Arms, A Thousand Phantasmal Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, before each of possessor's actions, possessor may unequip any number of equipped items and then equip any number of items
Requires: Item Hijack, Meditative Assumption of Treasure, Miracle Sheath, Invisible Storehouse's Grasping Hands, Adept Treasure Synchronization
Cost: 180,000,000 Gold, 2 Weeks

Channeling the Soul of All the World's Treasures- (Passive Ability, Other: Relic Keeper) Possessor may, when inflicting a debuff with the ability 'Item Hijack' choose to add the text 'said item provides benefits to this effect's inflictor while said inflictor is Treasure element as though it were equipped' to debuffs inflicted by possessor's 'Item Hijack' ability
Requires: Multi-Item Hijack, Improved Command of Treasure, Greater Weaponization of Treasure, Uplifted by Treasure, Soul-Sculpted to Wield the Perfected Blade, Soul-Sculpted to Wield the Perfected Bow, Soul-Sculpted to Wield the Perfected Rod, Adept Channeling Attunement
Cost: 200,000,000 Gold, 2 Weeks



Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks

Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Total: 387,880,000 Gold (Rosaline pays)
Both start on the 6th of April, 2021, finishing on the 28th of December, 2021.


(Next up: More Smith even though Adept isn't reachable with current abilities, Enchanter stuff)
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

Now it's Tolva's turn.
He's going to chase that Gilfried-skillset!

30 Purity is turned into 5 Attunement Book: Biomancer (Purity from Dulcinea, Combo'd through Anathema), which he devours.
Spheres then happen! 50 are taken from Volatilis' stock.
5 become Basic Matrix Keeper Spheres (via El).
5 become Improved Matrix Keeper Spheres (1:1 conversion via Adept Matrix Keeper, via El)
5 become Greater Matrix Keeper Spheres (1:1 conversion to Soul Spheres via Tolva's Expert, then to Matrix Keeper via El)

5 become Basic Biomancer Spheres (via Anathema)
5 become Improved Biomancer Spheres (1:1 conversion to Soul Spheres via Tolva's Adept, then to Biomancer via Anathema)
5 become Greater Matrix Keeper Spheres (1:1 conversion to Soul Spheres via Tolva's Expert, then to Biomancer via Anathema)

He'll eat them to insta-learn:
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks

Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Requires: Basic Biomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Requires: Biomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Requires: Biomancy Casting II, Apprentice Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks



Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Requires: Basic Assault Matrix Training, 3 other Matrix Keeper abilities
Cost: 125,000 Gold, 2 Weeks

Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Requires: Basic Assault Matrix Training
Cost: 20,000 Gold, 2 Weeks

Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Requires: Assault Matrix Wielding I
Cost: 60,000 Gold, 2 Weeks

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Assault Matrix Training
Cost: 10,000 Gold, 1 Week

Human-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks

Shadow Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Shadow Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Darkness element.
Requires: Basic Assault Matrix Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Umbral Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Umbral Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Assault, Apprentice Assault Matrix Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

He also spends a single bonus week to insta-learn:
Soul Array Upgrade C- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 79 or lower
Requires: Soul Array Upgrade A, Expert Soul Training
Cost: 100,000,000 Gold, 1 Week


Track A begins learning:
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks


Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Requires: Apprentice Assault Matrix Training, 10 other Matrix Keeper abilities
Cost: 125,000 Gold, 4 Weeks


Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Requires: Apprentice Crafter Proficiency, 10 other Crafter abilities
Cost: 125,000 Gold, 4 Weeks


Track B begins learning:
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Requires: Apprentice Smith Proficiency, 10 other Smith abilities
Cost: 125,000 Gold, 4 Weeks


Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Total cost: 102,615,000 Gold (Tolva pays), 50 Spheres (from Volatilis), 30 Purity (from Dulcinea)
Both tracks start on April 6th, 2021 and finish on June 29, 2021.


He also gets:
Has Consumed 5 Attunement Book: Biomancer
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Right, lets get things rolling here again. (Week costs and gold +items expended totaled at the bottom)

Nole's sphere's up 15 Veilwalker Weeks off Celas and making a set of 5 Veilwalking Books from Purity. That's 20 Veilwalker weeks, with which he'll learn:
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Requires: Basic Ethereal Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Requires: Ethereal Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Requires: Basic Ethereal Magic Attunement, 3 other Veilwalker abilities
Cost: 125,000 Gold, 2 Weeks

Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks
for 1,895,000 gold.

He also has these lovely Bonus Weeks. He's gonna spend some of those now.
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks

Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Requires: Knowledge of Esoteric Elements, Basic Subspace Architect Knowledge, Basic Spatial Magic Attunement, Veilwalker, Summoner, Wanderer
Cost: 100,000,000 Gold, 60 Weeks

Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Requires: Reality Arranger, Spatial Mage, Scholar of Elements, Scholar of Dimensions, Scholar of Spells
Cost: 50,000,000 Gold, 5 Weeks
^For 71 weeks and 155,125,000 gold.
With that basic knowledge in hand, he's gonna sphere up 15 Reality Arranger weeks (150 spheres used here), to learn:
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Requires: Basic Spatial Synchronization, 3 other Reality Arranger abilities
Cost: 125,000 Gold, 2 Weeks

Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Spatial Synchronization, 10 other Reality Arranger abilities
Cost: 125,000 Gold, 4 Weeks

Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Spatial
Cost: 100,000 Gold, 2 Weeks

Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Requires: Improved Weaponization of Spatial, Level 40
Cost: 20,000,000 Gold, 2 Weeks
For 14 Reality Arranger Weeks and 20,890,000 gold.


Total: 177,910,000 Gold (Ave Pays), 71 Bonus Weeks, 30 Purity (From Nole), 165 Essence Sphere: Botanist (From Nole)

Nole gains the awards:
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has used 5 Attunement Book: Veilwalker
Has Consumed 5 Essence Sphere: Reality Arranger
Has Consumed 5 Improved Essence Sphere: Reality Arranger
Has Consumed 5 Greater Essence Sphere: Reality Arranger
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Next up for some preliminary buying/figuring out is Roy!

He's got plenty of bonus weeks too! He buys:
Expert Dark Magic Attunement- (Passive Ability, Warlock) Dark 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 Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Dark Magic Attunement, 100 other Warlock Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
That done and dusted, he's gonna do a bit of sphereing, just to get the ball rolling on some things. He makes himself 15 Illusion spheres (60 spheres used total) for Unreality Coordinator. He learns:
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Requires: Basic Illusion Synchronization
Cost: 200,000 Gold, 2 Weeks

Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Illusion
Cost: 100,000 Gold, 2 Weeks

Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Illusion
Cost: 500,000 Gold, 2 Weeks

Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Requires: Basic Zonal Acclimation of Illusion
Cost: 30,000 Gold, 1 Week

Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Requires: Improved Weaponization of Illusion, Basic Acceleration Within Illusion's Domain
Cost: 800,000 Gold, 3 Weeks
for 14 weeks and 1,630,000 gold

He then works up 15 Shrine Maiden spheres and learns:
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Requires: Basic Spirit Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Requires: Spiritual Impurity
Cost: 150,000 Gold, 2 Weeks

Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Requires: Spiritual Impurity II
Cost: 130,000 Gold, 2 Weeks

Black Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a Black Spiritual Mark, Possessor cannot cast spells that would give possessor a White Spiritual Mark, equip items that would cause possessor to count as having a White Spiritual Mark, or gain the abilities 'White Mark of the Spirits' or 'Gray Mark of the Spirits'
Requires: Summons Through Impurity, Spirit that Shines with Malice, Spirit that Shines with Rage, Spirit that Shines with Spite, Shrine Maiden
Cost: 15,000,000 Gold, 5 Weeks

Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Requires: Spirit Magic Casting II, Apprentice Spirit Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Requires: Basic Spirit Magic Attunement, Basic Robe Mastery
Cost: 80,000 Gold, 2 Weeks
For 15 weeks and 15,490,000 gold


Totals:
Loses:
11,7120,000 Gold, (Paid by Ave)
40 Bonus Weeks
75 Essence Sphere: Botanist (From Nole)

Gains:
1 Unreality Coordinator Bonus Week

and the awards:

Has Consumed 5 Essence Sphere: Unreality Coordinator
Has Consumed 5 Improved Essence Sphere: Unreality Coordinator
Has Consumed 5 Greater Essence Sphere: Unreality Coordinator
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

IT IS THE TIME OF DOCTOR MIRACLES! EXCITE!

He decides it's high time that one element he created to be THE PINNACLE OF ALCHEMY gets some attention.

He has 30 Divine Philosopher Bonus Weeks! He spends 20 of them thusly:
Absorb Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Absorbs Azoth against sources below Level 20 if Level 20 or greater
Requires: Azoth Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Azoth
Cost: 200,000 Gold, 2 Weeks

Apprentice Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Azoth Resistance
Requires: Basic Azoth Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense against Azoth
Requires: Basic Defenses Against Azoth
Cost: 100,000 Gold, 2 Weeks

Azoth Immunity- (Passive Ability, Other: Divine Philosopher) Possessor gains Azoth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Azoth Resistance, Divine Philosopher, Level 20
Cost: 500,000 Gold, 2 Weeks

Basic Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Azoth Synchronization
Cost: 20,000 Gold, 2 Weeks

Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Requires: Basic Azoth Synchronization, Basic Defenses against Azoth, Basic Weaponization of Azoth
Cost: 200,000 Gold, 2 Weeks

Detect Azoth- (Passive Ability, Divine Philosopher) Possessor gains +1% To Hit against Azoth element targets
Requires: Apprentice Divining Attunement, Basic Azoth Synchronization
Cost: 100,000 Gold, 2 Weeks

Empowered By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth 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 Azoth
Requires: Basic Understanding of the Heart of Azoth
Requires: 200,000 Gold, 2 Weeks

Improved Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 10% Azoth Resistance
Requires: Apprentice Azoth Resistance, Basic Defenses against Azoth
Cost: 500,000 Gold, 2 Weeks



Track A begins training:

Azoth Manipulation- (Passive Ability, Other: Divine Philosopher) Possessor may choose one of the following at the beginning of each round if Azoth element: Create a Zone of Azoth, Remove a Zone of Azoth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Azoth by either possessor or a source below Level 20, Add Azoth 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 Azoth element on a Azoth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Azoth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Azoth, 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 Azoth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Azoth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Azoth, 5% Azoth Resistance, or +50 Defense against Azoth and 1% Azoth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Azoth Synchronization, 5 other Divine Philosopher abilities
Cost: 400,000 Gold, 3 Weeks

Control of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor has a 20% chance of being able to cancel the actions of Azoth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Azoth Manipulation
Cost: 500,000 Gold, 2 Weeks

Emanate Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element Damage to up to 10 targets
Requires: Absorb Azoth, Azoth Manipulation
Cost: 100,000 Gold, 2 Weeks

Improved Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth 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 Azoth, Basic Understanding of the Heart of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +5,000 Defense against Azoth
Requires: Apprentice Defenses Against Azoth, Basic Azoth Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +2,000 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Requires: Apprentice Azoth Synchronization, Improved Defenses against Azoth, Improved Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +250 to all stats
Requires: Improved Command of Azoth, Apprentice Understanding of the Heart of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +1,000 to all stats while in a Zone of Azoth
Requires: Apprentice Zonal Acclimation of Azoth
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Azoth Empowerment- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Azoth
Requires: Empowered by Azoth, Nourished by Azoth, Improved Zonal Acclimation of Azoth
Cost: 1,000,000 Gold, 2 Weeks

Reflect Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Reflects Azoth against sources below Level 20 if Level 20 or greater
Requires: Azoth Immunity
Cost: 500,000 Gold, 2 Weeks
Track B begins training:
Elemental Attack-Conversion: Azoth- (Technique Ability, Other: Divine Philosopher) Possessor may use 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Azoth element and no other technique is used. Said action becomes solely the element Azoth.
Requires: Improved Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Greater Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Azoth, Divine Philosopher
Cost: 5,000,000 Gold, 2 Weeks

Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Azoth
Cost: 500,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may use the Technique 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Azoth element.
Requires: Elemental Attack-Conversion: Azoth
Cost: 500,000 Gold, 2 Weeks

Nourish Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor deals HP or MP healing to an Azoth element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Azoth, Nourished by Azoth
Cost: 200,000 Gold, 2 Weeks

Nourished By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth
Requires: 200,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Dissolving: Universal Solvent
Requires: Basic Azoth Resistance, Basic Weaponization of Azoth
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Dissolving: Universal Solvent Resistance
Requires: Basic Azoth Resistance
Cost: 40,000 Gold, 2 Weeks

Soothing Azoth Emanation- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element HP Healing to up to 10 targets that are Azoth element
Requires: Emanate Azoth, Nourish Azoth
Cost: 300,000 Gold, 1 Week

Stability Within Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 25% minor negative status effect resistance while in a Zone of Azoth
Requires: Basic Understanding of the Heart of Azoth, Defenses that Utilize Azoth
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Azoth element individual
Requires: Improved Understanding of the Heart of Azoth
Cost: 200,000 Gold, 2 Weeks

Zonal Azoth Control- (Passive Ability, Other: Divine Philosopher) Possessor may, at the start of each round, choose one Zone of Azoth 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 Azoth, Improved Zonal Acclimation of Azoth
Cost: 1,000,000 Gold, 2 Weeks
Once those are learned, his final 10 bonus Divine Philosopher weeks will be spent on insta-learning:
Adept Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Amounts of Azoth element Damage possessor deals are increased by 10,000 points, Azoth 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 Azoth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Divine Philosopher, 50 other Divine Philosopher Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Total: 22,000,000 Gold, 30 Divine Philosopher Weeks
Both tracks start on the 6th of April, 2021 and finish on September 14, 2021.


(Next up: EVERYTHING, using Bonus Weeks, probably)
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Now it's time for me to set up Training Queues.

Nole, Track A:
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Spatial Synchronization, 5 other Reality Arranger abilities
Cost: 400,000 Gold, 3 Weeks

Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Spatial Manipulation
Cost: 500,000 Gold, 2 Weeks

Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Requires: Control of Spatial, Landsense
Cost: 5,000,000 Gold, 2 Weeks

Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Requires: Basic Spatial Synchronization, Basic Defenses against Spatial, Basic Weaponization of Spatial
Cost: 200,000 Gold, 2 Weeks

Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Requires: Basic Spatial Synchronization, Basic Defenses against Spatial, Basic Weaponization of Spatial
Cost: 200,000 Gold, 2 Weeks

Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Requires: Basic Defenses Against Spatial
Cost: 100,000 Gold, 2 Weeks

Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Requires: Apprentice Spatial Synchronization, Improved Defenses against Spatial, Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks

Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Requires: Basic Zonal Acclimation of Spatial
Cost: 100,000 Gold, 2 Weeks

Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Requires: Apprentice Zonal Acclimation of Spatial
Cost: 500,000 Gold, 2 Weeks

Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Requires: Basic Spatial Synchronization
Cost: 1,000,000 Gold, 10 Weeks

Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Requires: Improved Weaponization of Spatial, Control of Spatial
Cost: 500,000 Gold, 2 Weeks

Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial 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 Spatial, Improved Zonal Acclimation of Spatial
Cost: 1,000,000 Gold, 2 Weeks

Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Requires: Defenses that Utilize Spatial, Control of Spatial
Cost: 2,000,000 Gold, 2 Weeks

Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Requies: Reshape Zones, Improved Defenses that Utilize Spatial, Improved Zonal Acclimation of Spatial, Meditative Assumption of Spatial, Space-Bending Reach, Spatial Manipulation, Zonal Spatial Control, Unreachable Body, Level 40
Cost: 5,000,000 Gold, 2 Weeks
To finish in 43 Weeks on February 1, 2022 and costing 17,120,000 Gold (totaled at the bottom of this post)

Nole, Track B:
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Requires: Establish Dimensional Portal, Basic Spatial Magic Attunement, Theoretical Spellcaster
Cost: 200,000 Gold, 2 Weeks

Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week

Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Requires: Wanderer, Storyteller
Cost: 300,000 Gold, 2 Weeks

Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Requires: Fatigue Resistance, Basic Leadership Attunement
Cost: 200,000 Gold, 2 Weeks

Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Requires: Combat Teleportation
Cost: 500,000 Gold, 2 Weeks

Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Requires: Enjoys Travelling, Apprentice Gate Magic Attunement
Cost: 100,000 Gold, 1 Week

Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Requires: Short-Distance Item Teleporation, Fast Short-Distance Teleporation
Cost: 200,000 Gold, 2 Weeks

Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Requires: Gate Magic Casting II, Apprentice Gate Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Requires: Basic Gate Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Requires: Gate Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Requires: Attuned to Terrain: Desert, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Requires: Short-Distance Self-Teleportation, Can Percieve Standard Portal Destinations, Wanderer, Level 19
Cost: 2,000,000 Gold, 2 Weeks

Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Requires: Familiarity with Being Teleported, Mid-Range (City-Ranged) Self-Teleportation, Combat Teleportation
Cost: 2,000,000 Gold, 2 Weeks

Teleport Through Folded Space- (Passive Ability, Wanderer) Possessor may treat Large Structures below Level 40 as though they possessed 0% Resilience
Requires: Skilled Teleporter, Control of Spatial, Improved Space-Folding Technique, Level 20
Cost: 10,000,000 Gold, 2 Weeks

From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Requires: Fast Short-Distance Item Teleportation, Basic Spatial Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Requires: Fast Portals, Spatial Viewing, From One Hand to the Other, Displacing Spell, Focused Spatial Magic Casting
Cost: 700,000 Gold, 2 Weeks

Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Requies: Apprentice Summoner Magic Attunement, Displacing Spell, Establish Dimensional Portal
Cost: 400,000 Gold, 2 Weeks

Large Structure Calling I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +20 to all stats
Requires: Large Structure Programming I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +200 HP
Requires: Large Structure Calling I
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling III- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +500 MP
Requires: Large Structure Calling II
Cost: 40,000 Gold, 2 Weeks

Large Structure Calling IV- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +2,000 HP and +4,000 MP
Requires: Large Structure Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
to finish in 42 weeks on January 25, 2022 and cost: 18,130,000 gold (totaled at the bottom of this post)

Total Gold Cost: 35,259,000 Gold, paid by Ave
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Roy's next.

Roy's Track A:
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Requires: Apprentice Blood Magic Attunement, Apprentice Blood Synchronization
Cost: 125,000 Gold, 1 Week

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

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

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

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

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

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

Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Requires: Blood Magic Casting II, Apprentice Blood Magic Attunement
Cost: 60,000 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

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

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

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

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

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

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 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

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

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 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

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

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


to finish in 42 weeks on January 25, 2022 and costing 35,400,000 gold.

Roy Track B:
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Requires: Flickering Everywhere-Hands, Illusory Overlaid Casting-Gestures
Cost: 800,000 Gold, 2 Weeks

Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Requires: Illusionist, Thousand Falsely-Shining Spells, Can Pretend to Be Knowledgeable and Multitalented
Cost: 5,000,000 Gold, 2 Weeks

Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Requires: Basic Command of Illusion
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Requires: Apprentice Command of Illusion, Basic Understanding of the Heart of Illusion
Cost: 100,000 Gold, 2 Weeks

Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion, Basic Understanding of the Heart of Illusion
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Requires: Improved Command of Illusion, Apprentice Understanding of the Heart of Illusion
Cost: 500,000 Gold, 2 Weeks

Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Requires: Improved Weaponization of Illusion, Improved Understanding of the Heart of Illusion
Cost: 15,000,000 Gold, 2 Weeks

Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Requires: Basic Illusion Resistance
Cost: 200,000 Gold, 2 Weeks

Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Requires: Basic Illusion Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Requires: Apprentice Illusion Resistance, Basic Defenses against Illusion
Cost: 500,000 Gold, 2 Weeks

Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Illusion Synchronization, 10 other Unreality Coordinator abilities
Cost: 125,000 Gold, 4 Weeks

Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Illusion Resistance, Unreality Coordinator, Level 20
Cost: 500,000 Gold, 2 Weeks

Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Requires: Illusion Immunity
Cost: 500,000 Gold, 2 Weeks

Emanate Illusion- (Passive Ability, Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Requires: Absorb Illusion, Illusion Manipulation
Cost: 100,000 Gold, 2 Weeks

Call Forth the Living Illusion- (Active Ability, Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion 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 Illusion, Emanate Illusion
Cost: 300,000 Gold, 2 Weeks

Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Requires: Invisible Monster Harrying, Call Forth the Living Illusion
Cost: 15,000,000 Gold, 2 Weeks

Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Requires: Invisible Monster Harrying, Call Forth the Living Illusion
Cost: 10,000,000 Gold, 2 Weeks
to finish in 42 weeks, on January 25, 2022 and costing 48,910,000 gold

Total Cost: 84,310,000 gold, paid by Ave.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Vrishni's Training Tracks!

Track A:
Diamond Body Style- (Stance Ability, Monk) Possessor gains +6,000 Defense and 40% Resilience.
Requires: Elementalist, Teramancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Diamond Body Shield- (Technique Ability, Monk) Possessor may use 'Diamond Body Shield' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that provides +6,000 Defense and +40% Resilience.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Diamond Body Without Flaw- (Technique Ability, Monk) Possessor may use 'Diamond Body Without Flaw' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that prevents entities below Level 40 from criticalling its possessor.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Fist As Hard As Diamond- (Technique Ability, Monk) Possessor may use 'Fist As Hard As Diamond' 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 'Diamond Body Style' stance. Said action gains +5,000 Melee Attack, and its performer takes 60,000 less Damage from effects that would deal it Damage due to having targeted said action's targets with said action or with attacks that were part of said action.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Mantra of the Diamond Body- (Technique Ability, Monk) Possessor may use 'Mantra of the Diamond Body' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 4 rounds that provides (Poison Immunity, Diseased Immunity, Impaired Immunity, Stat Drain Immunity, and Fatigued Immunity') against sources below Level 40.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Perfection of the Diamond Body- (Passive Ability, Monk) While possessor is in 'Diamond Body Style' stance, possessor gains +6,000 Defense, gains 100% Poison Resistance, gains 100% Fatigued Resistance, gains 100% Disease Resistance, gains 100% Impaired Resistance, and gains 100% Stat Drain Resistance.
Requires: Diamond Body Style
Cost: 700,000 Gold, 2 Weeks

Master of Diamond Body Style- (Passive Ability, Monk) Possessor gains +6,000 Defense and +40% Resilience while in 'Diamond Body 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: Fist As Hard As Diamond, Perfection of the Diamond Body, Diamond Body Shield, Mantra of the Diamond Body, Diamond Body Without Flaw
Cost: 1,000,000 Gold, 2 Weeks
Finishing in 14 weeks, on July 13, 2021 and costing a nice round 5,000,000 gold.

Track B begins:
Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Requires: Elementalist, Aeromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' 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 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave 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 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Requires: Fist Hurricane Style
Cost: 700,000 Gold, 2 Weeks

Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane 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: Blastwave Punch, Constant Deflecting Storm of Palms, Thousand-Handed Flurry, Triumphant Wind-Wave Kick, Wind-borne Punches
Cost: 1,000,000 Gold, 2 Weeks
Finishing in 14 weeks, on July 13, 2021 for 5,000,000 gold.

Total cost: 10,000,000 gold, paid by Ave.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Ave's up.

Ave starts:
Basic Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +50 to all stats
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +10 to all stats
Requires: Basic Command of Commerce
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 50 points
Requires: Basic Commerce Synchronization
Cost: 40,000 Gold, 2 Weeks

Nourished By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Commerce
Requires: Basic Understanding of the Heart of Commerce
Requires: 200,000 Gold, 2 Weeks

Empowered By Commerce- (Passive Ability, World Merchant) If possessor is Commerce 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 Commerce
Requires: Basic Understanding of the Heart of Commerce
Requires: 200,000 Gold, 2 Weeks

Basic Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Commerce Synchronization
Cost: 20,000 Gold, 2 Weeks

Apprentice Commerce Synchronization- (Passive Ability, World Merchant) Possessor gains +50 to all stats for each Commerce element item equipped, Possessor's Commerce element pets and summons gain +250 to all stats
Requires: Basic Commerce Synchronization, 3 other World Merchant abilities
Cost: 125,000 Gold, 2 Weeks
to finish in 14 weeks on July 13, 2021 and costing 665,000 gold (paid by Ave).
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Eva's new training track here!

She starts:
Android-Slaying Stance- (Stance Ability, Slayer) Possessor gains +200 Melee Attack, +200 Magical Attack, +200 Ranged Attack, and +5% Critical against Robots.
Requires: Basic Deadly Item Training
Cost: 200,000 Gold, 3 Weeks

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transmutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transmutation spell that begins with 'Transmute Arms:'
Requires: Mutative Arms
Cost: 300,000 Gold, 3 Weeks

Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Requires: Basic Transmutation Attunement
Cost: 160,000 Gold, 3 Weeks

Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Requires: Apprentice Transmutation Attunement, 10 other Transmuter abilities
Cost: 125,000 Gold, 4 Weeks
to finish in 14 weeks July 13, 2021 for 805,000 Gold (Paid by Ave)
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Einarr's new training track!

He begins:
Huge Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Requires: Large Plant
Cost: 2,000,000 Gold, 2 Weeks

Enormous Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Requires: Huge Plant
Cost: 3,000,000 Gold, 2 Weeks

Massive Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Requires: Enormous Plant
Cost: 5,000,000 Gold, 2 Weeks

Gargantuan Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Requires: Massive Plant
Cost: 5,000,000 Gold, 2 Weeks

Agile Greatness of the Colossus-Plant- (Passive Ability, Botanist) Possessor's 'Large Plant', 'Huge Plant', 'Enormous Plant', 'Massive Plant', 'Gargantuan Plant', and 'Colossal Plant' abilites do not give possessor an Agility penalty
Requires: Colossal Plant, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Abstract-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
to finish in 14 weeks on July 13, 2021 and cost 20,600,000 gold (paid by Ave)
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