Capstone Tier Ability Notes
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Capstone Tier Ability Notes
I'm rescuing the non-updated, to-be-reviewed posts from this thread, using Draconics' helpful summary as the guideline. The full thing is 30 pages of mostly-already-sorted stuff, but if someone remembers something from it that's missing, let me know and I'll dig it up.
I'm removing draft/templated abilities that later had official versions made, unless required in the posts for context.
This is going to be a resource for both mods and Gad.
I'm removing draft/templated abilities that later had official versions made, unless required in the posts for context.
This is going to be a resource for both mods and Gad.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Abilities mentioned elsewhere that don't exist yet:
--------------------------------------
Needs a Mod to make then / update them to the ability shop!:
Weapon Templates
TF class generics
--------------------------------------
Templated abilities requiring Gad's Approval:
Apprentice Libram Magic Attunement
Weapon Improvisation
Chromatic Conductor!
Resonant Historian
Fixes to non-base Partial Channeling of the Wrath of <Element> abilities
Adept Conjuror
Templated Good/Evil, requires Moderate Status Effects
Strangler/Improved Bloody/Improved Maiming question
Apprentice Dread Banking
Parasite (Needle)
Divine! (If approved, Template can be used for Infinity)(Currently no status effect):
Extrapolated Armor Wearer III
Non-Base Armor Class Templates
Adept Technomancer
Dopple, Civilization, Essence, Lightning, Arch-Quezmellym and Divinity Ability Trees, plus suggested Status Effects
Adepts and Experts for Yoyo and Basilisk Emblem
--------------------------------------
Brainstormed abilities or theoretical trees:
Kensei (the templated ones for Adept/Expert/Unified already got settled in Zwei's prep, the rest is is brainstorming)
Mutative Back (Transmuter)
Lich-loli non-unique abilities that could be in-stock
Mutative Weapon
Dark Spirit?
<Armor>-Enchanter
MP-Healer Magic off-shoot
Overwhelm-element wheel brainstorm
Poker-based Arcanist Brainstorming
"Expertise" Abilities
Quill (Proposed Scriviner Class! Bolded since this one is well laid out proposal as opposed to a brainstorm.)
Drone (Proposed Operative Class! Bolded since this one is well laid out proposal as opposed to a brainstorm.)
Unified Brainstorming
More Combined Generic Spell-class brainstorming
Elemental Technique Psuedo-Unified Proposal
Additional Enigmatic Stranger Abilities
Additional Generic Spell Abilities to expand all of those bare Spell ability trees out there
More Generic Spell Abilities
Meta-Templates (With Suggested Templatable Elemental-Attack Weapon Abilities for currently unused elements. Also contains suggested Moderates for said elements.)
Templatable Wealth/Commerce Attack Tree for Cigar, Templatable Moon/War/Truth Attack Tree for Ordeal
--------------------------------------
Needs a Mod to make then / update them to the ability shop!:
Weapon Templates
TF class generics
--------------------------------------
Templated abilities requiring Gad's Approval:
Apprentice Libram Magic Attunement
Weapon Improvisation
Chromatic Conductor!
Resonant Historian
Fixes to non-base Partial Channeling of the Wrath of <Element> abilities
Adept Conjuror
Templated Good/Evil, requires Moderate Status Effects
Strangler/Improved Bloody/Improved Maiming question
Apprentice Dread Banking
Parasite (Needle)
Divine! (If approved, Template can be used for Infinity)(Currently no status effect):
Extrapolated Armor Wearer III
Non-Base Armor Class Templates
Adept Technomancer
Dopple, Civilization, Essence, Lightning, Arch-Quezmellym and Divinity Ability Trees, plus suggested Status Effects
Adepts and Experts for Yoyo and Basilisk Emblem
--------------------------------------
Brainstormed abilities or theoretical trees:
Kensei (the templated ones for Adept/Expert/Unified already got settled in Zwei's prep, the rest is is brainstorming)
Mutative Back (Transmuter)
Lich-loli non-unique abilities that could be in-stock
Mutative Weapon
Dark Spirit?
<Armor>-Enchanter
MP-Healer Magic off-shoot
Overwhelm-element wheel brainstorm
Poker-based Arcanist Brainstorming
"Expertise" Abilities
Quill (Proposed Scriviner Class! Bolded since this one is well laid out proposal as opposed to a brainstorm.)
Drone (Proposed Operative Class! Bolded since this one is well laid out proposal as opposed to a brainstorm.)
Unified Brainstorming
More Combined Generic Spell-class brainstorming
Elemental Technique Psuedo-Unified Proposal
Additional Enigmatic Stranger Abilities
Additional Generic Spell Abilities to expand all of those bare Spell ability trees out there
More Generic Spell Abilities
Meta-Templates (With Suggested Templatable Elemental-Attack Weapon Abilities for currently unused elements. Also contains suggested Moderates for said elements.)
Templatable Wealth/Commerce Attack Tree for Cigar, Templatable Moon/War/Truth Attack Tree for Ordeal
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Geddoe42 wrote: Starmind- (Passive Ability, Cosmic Ruler) If possessor is Astral element and in a Zone of Astral, possessor gains +500,000 MP and may not be dealt MP Damage by individuals below Level 40
Requires: Absorb Astral, Greater Understanding of the Heart of Astral, Level 40
Cost: 2,000,000 Gold, 3 Weeks
Needs Greater Understanding of the Heart of Astral which doesn't exist.
Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 100,000 Gold, 2 Weeks
Improved Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +250 to all stats
Requires: Improved Command of Astral, Apprentice Understanding of the Heart of Astral
Cost: 500,000 Gold, 2 Weeks
Template Idea
Greater Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +500 to all stats
Requires: Greater Command of Astral, Improved Understanding of the Heart of Astral, Cosmic Ruler
Cost: 5,000,000 Gold, 2 Weeks
But greater command of astral doesn't exist so i think it can be templated too
Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral 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 Astral
Cost: 125,000 Gold, 2 Weeks
Improved Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral 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 Astral, Basic Understanding of the Heart of Astral
Cost: 500,000 Gold, 2 Weeks
Template Idea
Greater Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Improved Command of Astral, Apprentice Understanding of the Heart of Astral, Cosmic Ruler
Cost: 5,000,000 Gold, 2 Weeks
The Nottest of Daves wrote: Posited Advanced Command/Understanding of the Heart abilities
Templates wrote:Advanced Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral Element pets and summons gain +5,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Greater Command of Astral, Improved Understanding of the Heart of Astral
Cost: 10,000,000 Gold, 2 Weeks
Advanced Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +1,000 to all stats
Requires: Advanced Command of Astral, Greater Understanding of the Heart of Astral
Cost: 10,000,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Weapon Type Templates
Lord Gadigan wrote: Wire: <X> Strangle
Wind
Shadow
Impact
Bloody
Improved Bloody
Maiming
Improved Maiming
Debilitating
Painful
Improved Painful
Hexing
Paralytic
Impairing
Lazy
Deft
Critical
Armor-Piercing
Human
Humanoid
Fae
Alien
Celestial
Angel
Deva
Illuminated
Animal
Lord Gadigan wrote:Weapon of Legend formally shouldn't be getting templated for these weapon techniques. Its weapons should (nearly) all have some other subtype, which they should be using the template techniques for.
Lord Gadigan wrote: Cigar: <X> Puff
Fire
Air
Darkness
Acid
Poison
Paralyzed
Hexed
Stat Drain
Disbuff
Unsummon
Human
Humanoid
Fae
Aerial
Insect
Plant
Deva
Lord Gadigan wrote: Spray: <X> Extermination
Fire
Water
Acid
Poison
Diseased
Hexed
Stat Drain
Paralyzed
Disbuff
Unsummon
Human
Insect
Animal
Plant
Alien
Lord Gadigan wrote: Dice: <X> Roll
Light
Darkness
Air
Magic
Technology
Hexed
Celestial
Illuminated
Daemon
Lord Gadigan wrote: Keyring: <X> Gate
Fire
Water
Earth
Air
Magic
Psychic
Technology
Light
Darkness
Hexed
Confusion
Disbuff
Unsummon
Celestial
Angel
Darkspawn
Deva
Illuminated
Elemental
Abstract
Daemon
Devil
Demon
Fae
Lord Gadigan wrote: Ordeal: <X> Trial
All
It gets to be special like Yoyo. It can't chain together techniques like Yoyo can, but it should offer its wielder combat-versatility to prep for all sorts of opponents who are to be tested.
Lord Gadigan wrote: Box: <X> Surprise!
Earth
Air
Fire
Water
Physical
Psychic
Darkness
Acid
All
Human
Humanoid
Fae
Lord Gadigan wrote: Basilisk Emblem: <X> Pattern
Light
Darkness
Magic
Technology
Psychic
Acid
Electrical
Ice
Energy
All
Aerial
Alien
Animal
Aquatic
Bio-Horror
Celestial
Clockwork
Daemon
Demon
Deva
Devil
Elemental
Fae
Golem
Human
Humanoid
Illuminated
Insect
Machine
Magic Being
Robot
Lord Gadigan wrote: Stage doesn't get any. The standard techniques don't quite fit its style.
Draconics wrote: The Front Page is a mess! To help remedy this though I've extrapolated and audited all of the categories I could manage. To be clear: Weapon Categories pending approval elsewhere in the capstone thread are not on this list! This is only base classes and non-base classes that existed when this thread started!
My summary post will no longer link to the front page and instead to here. If you make an ability off of this list and it makes it into the shop, either delete it or tell me and I'll delete it from here.
Polearm "<X> Hack"
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Debilitating
Impairing
Dizzying
Painful
Crisis
Lunging
Greater Erasure
Banishing
Greater Banishing
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Coded Being-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Reptile-Bane/Hunting/Slaying
Solar Being-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
Fist Weapon "<X> Punch"
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Dizzying
Deft
Critical
Armor-Piercing
Crisis
Wind-Up
Gravity
Surprise
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Book "<X> Passage"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Mystic -> Mystical (Basic), Unearthly (Status), Patterned (AOE), True Magic (20+), Esoteric (40+)
Debilitating
Impairing
Lazy
Dizzying
Charming
Ill
Hexing
Paralytic
Envenomed
Thirsty
Assault Matrix "<X> Assault"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Impairing
Deft
Critical
Bailartix "<X> Revolution"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Debilitating
Impairing
Dizzying
Painful
Hexing
Envenomed
Vexatious
Crisis
Wind-Up
Gravity
Abstract-Bane/Hunting/Slaying
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Daemon-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
<X> Mastery
Shield "<X> Slam"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Dizzying
Paralytic
Charging
Lunging
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Wand "<X> Blast"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Debilitating
Impairing
Lazy
Dizzying
Charming
Ill
Hexing
Paralytic
Envenomed
Deft
Orb "<X> Sphere"
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Mystic -> Mystical (Basic), Unearthly (Status), Patterned (AOE), True Magic (20+), Esoteric (40+)
Staff "<X> Whack"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Mystic -> Mystical (Basic), Unearthly (Status), Patterned (AOE), True Magic (20+), Esoteric (40+)
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Critical
Crisis
Erasure
Greater Erasure
Banishing
Greater Banishing
Abstract-Bane/Hunting/Slaying
Angel-Bane/Hunting/Slaying
Astral Being-Bane/Hunting/Slaying
Celestial-Bane/Hunting/Slaying
Daemon-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Asterismic-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Solar Being-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Soul "<X> Command"
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Fate -> Predetermined (Basic), Inevitable (Status), Weaving (AOE), Thread-Cutting (20+), Destined (40+)
Hexing (Imp.)
Siege Weaponry "<X> Siege"
Dizzying (Imp.) Basic version present, improved version still needed
Crisis
Erasure
Greater Erasure
Large Structure-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Toy "<X> Game"
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Debilitating
Dizzying
Charming (Imp.)
Celestial-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Asterismic-Bane/Hunting/Slaying
Coded Being-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Teapot "<X> Pour"
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Debilitating (Imp.)
Impairing (Imp.)
Lazy (Imp.)
Dizzying (Imp.)
Charming (Imp.)
Painful (Imp.)
Ill (Imp.)
Hexing (Imp.)
Paralytic (Imp.)
Envenomed (Imp.)
Yoyo "<X> Spin"
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Debilitating (Imp.)
Impairing (Imp.)
Lazy (Imp.)
Dizzying (Imp.)
Charming (Imp.)
Painful (Imp.)
Ill (Imp.)
Hexing (Imp.)
Paralytic (Imp.)
Envenomed (Imp.)
Charging
Hungering
<X> on the Run
Thirsty
Unexpected
Vexatious
Tipsy
Sticky
Mamma Bear
Crisis
Wind-Up
Gravity
Lunging
Surprise
Erasure
Greater Erasure
Banishing
Greater Banishing
Abstract-Bane/Hunting/Slaying
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Angel-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Astral Being-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Celestial-Bane/Hunting/Slaying
Clockwork-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Daemon-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Outsider-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Asterismic-Bane/Hunting/Slaying
Coded Being-Bane/Hunting/Slaying
Large Structure-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Planetary-Bane/Hunting/Slaying
Reptile-Bane/Hunting/Slaying
Solar Being-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Bladecane "<X> Slice"
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Critical
Deft
Armor Piercing
Fan "<X> Gust"
Debilitating
Lasso "<X> Roundup"
Debilitating (Imp.)
Lazy (Imp.)
Paralytic (Imp.)
Sticky
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Puppet Strings "<X> Manipulation"
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Debilitating
Lazy
Impairing
Charming (Imp.)
Hexing
Deft
Vexatious
Gravity
Erasure
Greater Erasure
Banishing
Greater Banishing
Abstract-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Tool "<X> Implementation"
Clockwork-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Large Structure-Bane/Hunting/Slaying
Dud
Nunchaku "<X> Strike"
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Dizzying (Imp.)
Critical
Human-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Sling "<X> Pelt"
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Dizzying
Lazy
Painful
Deft
Critical
<X> on the Run
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Deadly Item "<X> Excision"
Fire Element -> Flame (Basic), Ignition (Status), Explosive (AOE), Burning (20+), Magma (40+)
Ice Element -> Frost (Basic), Frigid (Status), Sleeting (AOE), Frozen (20+), Blizzard (40+)
Darkness Element -> Shadow (Basic), Umbral (Status), Night (AOE), Black (20+), Void (40+)
Electrical Element -> Bolt (Basic), Current (Status), Blitz (AOE), Lightning (20+), Gigawatt (40+)
Technology Element -> Code (Basic), Deletion (Status), Cluster (AOE), Zero (20+), Hyperadvanced (40+)
Water Element -> Bubble (Basic), Inundating (Status), Wave (AOE), Fountain (20+), Tsunami (40+)
Earth Element -> Stone (Basic), Rockslide (Status), Rumbling (AOE), Rock (20+), Avalanche (40+)
Air Element -> Wind (Basic), Breathless (Status), Gale (AOE), Blustering (20+), Hurricane (40+)
Light Element -> Bright (Basic), Awesome (Status), Shining (AOE), Glowing (20+), Corona (40+)
Acid Element -> Caustic (Basic), Dissolution (Status), Erosion (AOE), Acidic (20+), Hypersolvent (40+)
Energy Element -> Pulse (Basic), Unstable (Status), Burst (AOE), Energized (20+), Overwhelming (40+)
Physical Element -> Impact (Basic), Dicing (Status), Sweeping (AOE), Strong (20+), Destroyer (40+) (Also: Bloody, Maiming)
Magic Element -> Enchanted (Basic), Enchanting (Status), Sorcerous (AOE), Magical (20+), Arcane (40+)
Psychic Element -> Thought (Basic), Mindblowing (Status), Brainwave (AOE), Psi (20+), Mindwipe (40+)
Destruction -> Dust-Making (Status), Ruin (AOE), Disintegration (20+), Annihilator (40+)
Deft
Critical
Armor-Piercing
Unexpected
Crisis
Surprise
Abstract-Bane/Hunting/Slaying
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Angel-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Astral Being-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Celestial-Bane/Hunting/Slaying
Clockwork-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Daemon-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Outsider-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Asterismic-Bane/Hunting/Slaying
Coded Being-Bane/Hunting/Slaying
Large Structure-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Planetary-Bane/Hunting/Slaying
Reptile-Bane/Hunting/Slaying
Solar Being-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Mace "<X> Bash"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Law -> Ordered (Basic), Judge's (Status), Verdict (AOE), Lawful (20+), Axiomatic (40+)
Charging
Mamma Bear
Crisis
Lunging
Greater Erasure
Banishing
Greater Banishing
Abstract-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Deva-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Instrument "<X> Note"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Sonic -> Sound (Basic), Echoing (Status), Loud (AOE), Symphonic (20+), Deafening (40+)
Vexatious
Crisis
Erasure
Greater Erasure
Banishing
Greater Banishing
Animal-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Large Structure-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
??????
Void(Unarmed Technique) -> Empty (Basic), Solitude (Status), Open (AOE), Unfettered (20+), Unbound (40+)
Axe "<X> Chop"
Chaos -> Anarchy (Basic), Destabilization (Status), Riotous (AOE), Chaotic (20+), Uprising (40+)
Destruction -> Destroying (Basic), Dust-Making (Status), Ruin (AOE), Disintegration (20+), Annihilator (40+)
Charging
Hungering
Tipsy
Crisis
Lunging
Asterismic-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
Hammer "<X> Smash"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Destruction -> Destroying (Basic), Dust-Making (Status), Ruin (AOE), Disintegration (20+), Annihilator (40+)
Charging
Mamma Bear
Wind-Up
Gravity
Lunging
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Angel-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Celestial-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Daemon-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
<X> Mastery
Sword "<X> Slash"
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Force "<X> Impulse"
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Bow "<X> Arrow"
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Crisis
Reptile-Bane/Hunting/Slaying
Throwing Weapon "<X> Toss"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Hope -> Cheery (Basic), Zealous (Status), Eminent (AOE), Hopeful (20+), Fanatical (40+)
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Outsider-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Reptile-Bane/Hunting/Slaying
Spear "<X> Thrust"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Vexatious
Crisis
Lunging
Aerial-Bane/Hunting/Slaying
Alien-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Bio-Horror-Bane/Hunting/Slaying
Cthonian-Bane/Hunting/Slaying
Darkspawn-Bane/Hunting/Slaying
Demon-Bane/Hunting/Slaying
Devil-Bane/Hunting/Slaying
Dragon-Bane/Hunting/Slaying
Elemental-Bane/Hunting/Slaying
Fae-Bane/Hunting/Slaying
Golem-Bane/Hunting/Slaying
Horror-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Humanoid-Bane/Hunting/Slaying
Insect-Bane/Hunting/Slaying
Machine-Bane/Hunting/Slaying
Magic Being-Bane/Hunting/Slaying
Monster-Bane/Hunting/Slaying
Ooze-Bane/Hunting/Slaying
Plant-Bane/Hunting/Slaying
Robot-Bane/Hunting/Slaying
Shapeshifter-Bane/Hunting/Slaying
Spirit-Bane/Hunting/Slaying
Undead-Bane/Hunting/Slaying
Coded Being-Bane/Hunting/Slaying
Prime-Bane/Hunting/Slaying
Reptile-Bane/Hunting/Slaying
Solar Being-Bane/Hunting/Slaying
Umbral-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
Dud
Fish "<X> FEEEEESH!"
<ALL BASIC ELEMENTAL ABILITIES ARE MISSING HIGHER-ORDER MOVES>
Crisis
Erasure
Greater Erasure
Aerial-Bane/Hunting/Slaying
Animal-Bane/Hunting/Slaying
Aquatic-Bane/Hunting/Slaying
Human-Bane/Hunting/Slaying
Illuminated-Bane/Hunting/Slaying
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
<X> Mastery
Knife "<X> Stab"
Lunging (There is an incorrect "Lunging Stab" over in Swordsman)
Hard to Disarm With a
<X> Wielding III
Accurate <X> Use
Dangerous <X> Use
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Draconics wrote: Based off of this:
Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 less MP to cast
Proposal:
Apprentice Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +2,500 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 2,500 less MP to cast
Requires: Basic Libram Magic Attunement, 3 other Mage-Archivist abilities
Cost: 125,000 Gold, 2 Weeks
Second quandary:
Is that really supposed to be melee attack???
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Pathaky wrote: Additional proposed Slayer fun stuff:
This exists
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Requires: Apprentice Deadly Item Training, Basic Weapon Improvisation
Cost: 200,000 Gold, 2 Weeks
and can potentially be templated up. I'm gonna take a crack at the scaling, but I might be off-base. Regardless, they're ability progressions I'd like to see either way ;D
Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +10,000
Requires: Slayer, Apprentice Weapon Improvisation
Cost: 500,000 Gold, 2 Weeks
Adept Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +50,000
Requires: Adept Deadly Item Training, Weapon Improvisation
Cost: 1,000,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
The Nottest of Daves wrote: Proposed Chromatic Conductor abilities for Gad-review, noting that this was one of the special classes that might cap early or go an odd direction after a certain point
Absorb Color- (Passive Ability, Other: Chromatic Conductor) Possessor Absorbs Color against sources below Level 20 if Level 20 or greater
Requires: Color Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Color Synchronization- (Passive Ability, Other: Chromatic Conductor) Amounts of Color element Damage possessor deals are increased by 10,000 points, Color 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 Color element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Chromatic Conductor, 50 other Chromatic Conductor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Color- (Passive Ability, Other: Chromatic Conductor) Whenever possessor obtains Color element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Color
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color 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 Color
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +500 Defense against Color
Requires: Basic Defenses Against Color
Cost: 100,000 Gold, 2 Weeks
Apprentice Color Resistance- (Passive Ability, Other: Chromatic Conductor) Possessor gains 5% Color Resistance
Requires: Basic Color Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Color Synchronization- (Passive Ability, Other: Chromatic Conductor) Possessor gains +50 to all stats for each Color element item equipped, Possessor's Color element pets and summons gain +250 to all stats
Requires: Basic Color Synchronization, 3 other Chromatic Conductor abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color element allies gain +100 to all stats
Requires: Apprentice Command of Color, Basic Understanding of the Heart of Color
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Color- (Passive Ability, Other: Chromatic Conductor) Quantities of Color element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Color
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +500 to all stats while in a Zone of Color
Requires: Basic Zonal Acclimation of Color
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Color's Dominion- (Passive Ability, Other: Chromatic Conductor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Color
Requires: Basic Zonal Acclimation of Color
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Color- (Passive Ability, Other: Chromatic Conductor) Whenever possessor obtains Color element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Color Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color element pets and summons gain +50 to all stats
Requires: Basic Color Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +50 Defense against Color
Requires: Basic Color Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Color Resistance- (Passive Ability, Other: Chromatic Conductor) Possessor gains 1% Color Resistance
Requires: Basic Color Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color element allies gain +10 to all stats
Requires: Basic Command of Color
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Color- (Passive Ability, Other: Chromatic Conductor) Quantities of Color element Damage dealt by possessor are increased by 50 points
Requires: Basic Color Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +50 to all stats while in a Zone of Color
Requires: Basic Color Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Color- (Active Ability, Other: Chromatic Conductor) Possessor may spend an action to summon 5 Elementals that are Color 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 Color, Emanate Color
Cost: 300,000 Gold, 2 Weeks
Chromatic Conductor- (Passive Ability, Other: Chromatic Conductor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Color Resistance, Possessor ignores Color Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Color Synchronization, 10 other Other: Chromatic Conductor abilities
Cost: 125,000 Gold, 4 Weeks
Color Battle-Aura- (Stance Ability, Other: Chromatic Conductor) Possessor deals 10,000 Flat Color element Damage to each opponent at the start of each round
Requires: Emanate Color, Improved Weaponization of Color
Cost: 200,000 Gold, 3 Weeks
Color Body Form- (Stance Ability, Other: Chromatic Conductor) Possessor gains +200 Defense against Color, Possessor gains 15% Color Resistance, Possessor may deal 5,000 Flat Color element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Color, Chromatic Conductor, Basic Color Resistance, Apprentice Understanding of the Heart of Color, Apprentice Defenses Against Color
Cost: 300,000 Gold, 3 Weeks
Color Immunity- (Passive Ability, Other: Chromatic Conductor) Possessor gains Color Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Color Resistance, Chromatic Conductor, Level 20
Cost: 500,000 Gold, 2 Weeks
Color Manipulation- (Passive Ability, Other: Chromatic Conductor) Possessor may choose one of the following at the beginning of each round if Color element: Create a Zone of Color, Remove a Zone of Color created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Color by either possessor or a source below Level 20, Add Color 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 Color element on a Color element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Color, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Color, 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 Color element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Color to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Color, 5% Color Resistance, or +50 Defense against Color and 1% Color Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Color Synchronization, 5 other Chromatic Conductor abilities
Cost: 400,000 Gold, 3 Weeks
Control of Color- (Passive Ability, Other: Chromatic Conductor) Possessor has a 20% chance of being able to cancel the actions of Color element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Color Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +500 Defense if possessor has any Color-element items equipped that provide a Defense bonus
Requires: Basic Color Synchronization, Basic Defenses against Color, Basic Weaponization of Color
Cost: 200,000 Gold, 2 Weeks
Detect Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +1% To Hit against Color element targets
Requires: Apprentice Divining Attunement, Basic Color Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Color- (Technique Ability, Other: Chromatic Conductor) Possessor may use 'Elemental Attack-Conversion: Color' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Color element and no other technique is used. Said action becomes solely the element Color.
Requires: Improved Weaponization of Color
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Color- (Technique Ability, Other: Chromatic Conductor) Possessor may use 'Elemental Invocation of Color' in conjunction with an 'Elemental Attack' action so long as possessor is Color element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Color
Cost: 200,000 Gold, 2 Weeks
Emanate Color- (Passive Ability, Other: Chromatic Conductor) Whenever possessor absorbs Damage that is Color element Damage, Possessor may choose to deal 10,000 Flat Color element Damage to up to 10 targets
Requires: Absorb Color, Color Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Color- (Passive Ability, Other: Chromatic Conductor) If possessor is Color 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 Color
Requires: Basic Understanding of the Heart of Color
Requires: 200,000 Gold, 2 Weeks
Expert Color Synchronization- (Passive Ability, Other: Chromatic Conductor) Color element Damage dealt to possessor (not including healing) is halved, Color element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Color element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Color Synchronization, 100 other Chromatic Conductor Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Greater Weaponization of Color- (Passive Ability, Other: Chromatic Conductor) Quantities of Color element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Color, Chromatic Conductor
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Color- (Passive Ability, Other: Chromatic Conductor) Whenever possessor obtains Color element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Color
Cost: 500,000 Gold, 2 Weeks
Improved Command of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color 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 Color, Basic Understanding of the Heart of Color
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +5,000 Defense against Color
Requires: Apprentice Defenses Against Color, Basic Color Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +2,000 Defense if possessor has any Color-element items equipped that provide a Defense bonus
Requires: Apprentice Color Synchronization, Improved Defenses against Color, Improved Weaponization of Color
Cost: 500,000 Gold, 2 Weeks
Improved Color Elemental Emanation- (Passive Ability, Other: Chromatic Conductor) Possessor's 'Call Forth the Living Color' ability may summon entities up to Level 20
Requires: Call Forth the Living Color
Cost: 200,000 Gold, 2 Weeks
Improved Color Resistance- (Passive Ability, Other: Chromatic Conductor) Possessor gains 10% Color Resistance
Requires: Apprentice Color Resistance, Basic Defenses against Color
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Color- (Passive Ability, Other: Chromatic Conductor) Possessor's Color element allies gain +250 to all stats
Requires: Improved Command of Color, Apprentice Understanding of the Heart of Color
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Color- (Passive Ability, Other: Chromatic Conductor) Quantities of Color element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Color
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +1,000 to all stats while in a Zone of Color
Requires: Apprentice Zonal Acclimation of Color
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Color Empowerment- (Passive Ability, Other: Chromatic Conductor) Possessor gains +500 to all stats while in a Zone of Color, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Color
Requires: Empowered by Color, Nourished by Color, Improved Zonal Acclimation of Color
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains the element Color while in Chromatic Conductor stances
Requires: Meditative Assumption of Color, Adept Color Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Meditative Assumption of Color- (Passive Ability, Other: Chromatic Conductor) Possessor may choose, at the beginning of a thread, to become solely Color element
Requires: Basic Color Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nonsynchronous Elemental Attack-Conversion: Color- (Passive Ability, Other: Chromatic Conductor) Possessor may use the Technique 'Elemental Attack-Conversion: Color' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Color element.
Requires: Elemental Attack-Conversion: Color
Cost: 500,000 Gold, 2 Weeks
Nourished By Color- (Passive Ability, Other: Chromatic Conductor) If possessor is Color element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Color
Requires: Basic Understanding of the Heart of Color
Requires: 200,000 Gold, 2 Weeks
Nourish Color- (Passive Ability, Other: Chromatic Conductor) Whenever possessor deals HP or MP healing to an Color element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Color, Nourished by Color
Cost: 200,000 Gold, 2 Weeks
Nullify Color- (Passive Ability, Other: Chromatic Conductor) Possessor may remove the element Color from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Color-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Color-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Color from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Color Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +5% Dodge against Color element individuals
Requires: Improved Defenses Against Color, Improved Understanding of the Heart of Color, Apprentice Defenses that Utilize Color
Cost: 200,000 Gold, 2 Weeks
Project Color- (Passive Ability, Other: Chromatic Conductor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Color
Requires: Improved Weaponization of Color
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Color- (Passive Ability, Other: Chromatic Conductor) If possessor is Color element and performs an 'Elemental Attack' action that is solely Color element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Color
Cost: 500,000 Gold, 2 Weeks
Reconsume Color Elemental Spawn- (Passive Ability, Other: Chromatic Conductor) Possessor may, at the start of any round, unsummon one of possessor's Color element elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Color Elemental Emanation, Improved Affinity to Healing Via Color
Cost: 200,000 Gold, 2 Weeks
Reflect Color- (Passive Ability, Other: Chromatic Conductor) Possessor Reflects Color against sources below Level 20 if Level 20 or greater
Requires: Color Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Color- (Passive Ability, Other: Chromatic Conductor) If possessor's last action was solely Color element either due to this ability or the technique 'Elemental Attack-Conversion: Color', possessor may make any of possessor's offensive actions solely Color element.
Requires: Nonsynchronous Elemental Attack-Conversion: Color, Adept Color Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Soothing Color Emanation- (Passive Ability, Other: Chromatic Conductor) Whenever possessor absorbs Damage that is Color element Damage, Possessor may choose to deal 10,000 Flat Color element HP Healing to up to 10 targets that are Color element
Requires: Emanate Color, Nourish Color
Cost: 300,000 Gold, 1 Week
Stability Within Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains 25% minor negative status effect resistance while in a Zone of Color
Requires: Basic Understanding of the Heart of Color, Defenses that Utilize Color
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Color- (Passive Ability, Other: Chromatic Conductor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Color element individual
Requires: Improved Understanding of the Heart of Color
Cost: 200,000 Gold, 2 Weeks
Uplifted By Color- (Passive Ability, Other: Chromatic Conductor) If possessor is Color element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Color
Requires: Basic Understanding of the Heart of Color
Requires: 200,000 Gold, 2 Weeks
Zonal Color Control- (Passive Ability, Other: Chromatic Conductor) Possessor may, at the start of each round, choose one Zone of Color 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 Color, Improved Zonal Acclimation of Color
Cost: 1,000,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Celas wrote:Lord Gadigan wrote:Cigar stuff reviewed:
I think we'll go with Drag here. Puff sounds better for some of the minor ones (Flame Puff), but Drag starts to sound better when we get to the higher-level techniques.
Darkness
Fire
Air
Acid
Technology
Wealth (only if it already exists)
Commerce (only if it already exists)
Banishing (Improved)
Charming (Improved)
Debilitating (Improved)
Dizzying (Greater)
Envenomed (Improved)
Hexing (Improved)
Ill (Improved)
Lazy (Greater)
Vexatious (Improved)
Impairing (Improved)
Paralytic (Improved)
Aerial
Angel
Animal
Celestial
Deva
Elemental
Fae
Human
Plant
Going to belatedly note that this post: (This was a link to the Cigar 'Puff' tree)
already exists!
Bah, conflict!
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
The Nottest of Daves wrote: Proposing a Basic ability for Resonant Historian (T1 Nonbase Element: Memory). Once we have one, I'll template out the rest (if it's template-friendly).
Basic Memory Synchronization- (Passive Ability, Other: Resonant Historian) Possessor gains +25 to all stats if possessor is Memory element
Requires: Knowledge of Esoteric Elements, Scholar, Sage, Bard, Channeler, Diviner, Illusionist, Mentalist, Mind Lord
Cost: 50,000,000 Gold, 30 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Aeromage wrote: It looks like there's been some accidental non-templating happening with the Partial Channeling of the Wrath of <Element> abilities, at least for nonbase.
Partial Channeling of the Wrath of Hope- (Passive Ability, Eternal Champion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Hope Resistance, Basic Weaponization of Hope
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains 5% Overwhelmed Resistance
Requires: Basic Hope Resistance
Cost: 40,000 Gold, 2 Weeks
These should probably give Zealblasted, not Overwhelmed.
Partial Channeling of the Wrath of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Toxin Resistance, Basic Weaponization of Toxin
Cost: 40,000 Gold, 2 Weeks
Should probably give Acid: Deadly Toxin like its Unfettered counterpart.
Partial Channeling of the Wrath of Basic- (Passive Ability, Other: Commoner) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Basic Resistance, Basic Weaponization of Basic
Cost: 40,000 Gold, 2 Weeks
Should probably give Poison: Damage Effect like its Unfettered counterpart.
Partial Channeling of the Wrath of Order- (Passive Ability, Other: Concordant Ordinator) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Order Resistance, Basic Weaponization of Order
Cost: 40,000 Gold, 2 Weeks
I don't believe there's a stated Order Moderate. Or even a Law Moderate to work with. (Do T2s and above have these abilities templated?)
Partial Channeling of the Wrath of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Flux Resistance, Basic Weaponization of Flux
Cost: 40,000 Gold, 2 Weeks
Should probably give Overload: Flux Destabilization like its Unfettered counterpart.
Partial Channeling of the Wrath of Crystal(2)- (Passive Ability, Other: Faceted Marquessa) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Crystal(2) Resistance, Crystal(2) Weaponization of Crystal(2)
Cost: 40,000 Gold, 2 Weeks
Should probably give Entombed: Shard Prison like its Unfettered counterpart.
Partial Channeling of the Wrath of Innovation- (Passive Ability, Other: Infinity Designer) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Innovation Resistance, Basic Weaponization of Innovation
Cost: 40,000 Gold, 2 Weeks
Unknown. There's no Progress Moderate as of yet, and Progress definitely doesn't have Partial Channeling/Partially Unfettered abilities templated.
Partial Channeling of the Wrath of Moon- (Passive Ability, Other: Lunar Trickster) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Moon Resistance, Basic Weaponization of Moon
Cost: 40,000 Gold, 2 Weeks
Should probably give Voidstruck: Moon Mad like its Unfettered counterpart.
Partial Channeling of the Wrath of Glitz- (Passive Ability, Other: Megacelebrity) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Glitz Resistance, Glitz Weaponization of Glitz
Cost: 40,000 Gold, 2 Weeks
Should probably give Awestruck: Starstruck like its Unfettered counterpart.
Partial Channeling of the Wrath of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Knowledge Resistance, Basic Weaponization of Knowledge
Cost: 40,000 Gold, 2 Weeks
Should probably give Mindblasted: Too Much Information like its Unfettered counterpart.
Partial Channeling of the Wrath of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Devastation Resistance, Basic Weaponization of Devastation
Cost: 40,000 Gold, 2 Weeks
Should probably give Voidstruck: Wrecked like its Unfettered counterpart.
Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Fury Resistance, Basic Weaponization of Fury
Cost: 40,000 Gold, 2 Weeks
Should probably give Burning: Consumed by Rage like its Unfettered counterpart.
Partial Channeling of the Wrath of Beast- (Passive Ability, Other: Wild One) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Beast Resistance, Basic Weaponization of Beast
Cost: 40,000 Gold, 2 Weeks
Should probably give Wounded: Mauled like its Unfettered counterpart.
Partial Channeling of the Wrath of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Formus Resistance, Basic Weaponization of Formus
Cost: 40,000 Gold, 2 Weeks
Should probably give Antimatter: Elemental Deletion like its Unfettered counterpart.
Other things:
Partial Channeling of the Wrath of X and Partially Unfettered by the Bonds of X don't exist for War (and Truth).
Moon has them, but for some reason the Partial Channeling inflicts Overwhelmed instead of Voidstruck: Moon Mad (which the Unfettered confers resistance to).
Given Moon is now a Base Element, however, this might change things. (Suggestions for a 'basic' Moderate Moon status effect: Moonstruck)
Proposed templates for War:
Partial Channeling of the Wrath of War- (Passive Ability, Warmaster) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts War-Torn
Requires: Basic War Resistance, Basic Weaponization of War
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of War- (Passive Ability, Warmaster) Possessor gains 5% War-Torn Resistance
Requires: Basic War Resistance
Cost: 40,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Pathaky wrote: Requested for approval:
Adept Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Animal summon, Possessor's unmodified stats increase by 200 points if possessor is an Animal
Requires: Beastmaster, 50 other Beastmaster Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
used as a template for:
Adept Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Elemental summon, Possessor's unmodified stats increase by 200 points if possessor is an Elemental
Requires: Conjuror, 50 other Conjuror Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Vrishni's homing in on that! Woo!
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
I've attached a possibly-relevant additional post-quote below this templating spree, as it may have some bearing on whether or not these can be reviewed/approved as-is.
Draconics wrote: This thread needs more backlog, so I went ahead and made the Hero/Villain classes and they can be fixed from the standard templates as needed. They likely need their Basic abilities brought into line and their Moderate status effects need making.
Absorb Evil- (Passive Ability, Other: Villain) Possessor Absorbs Evil against sources below Level 20 if Level 20 or greater
Requires: Evil Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Evil Synchronization- (Passive Ability, Other: Villain) Amounts of Evil element Damage possessor deals are increased by 10,000 points, Evil 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 Evil element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Villain, 50 other Other: Villain Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Evil
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil 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 Evil
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +500 Defense against Evil
Requires: Basic Defenses Against Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 5% Evil Resistance
Requires: Basic Evil Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +50 to all stats for each Evil element item equipped, Possessor's Evil element pets and summons gain +250 to all stats
Requires: Basic Evil Synchronization, 3 other Other: Villain abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +100 to all stats
Requires: Apprentice Command of Evil, Basic Understanding of the Heart of Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Evil
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +500 to all stats while in a Zone of Evil
Requires: Basic Zonal Acclimation of Evil
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Evil's Dominion- (Passive Ability, Other: Villain) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Evil
Requires: Basic Zonal Acclimation of Evil
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Evil Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil element pets and summons gain +50 to all stats
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +50 Defense against Evil
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 1% Evil Resistance
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +10 to all stats
Requires: Basic Command of Evil
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 50 points
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +50 to all stats while in a Zone of Evil
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Evil- (Active Ability, Other: Villain) Possessor may spend an action to summon 5 Elementals that are Evil 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 Evil, Emanate Evil
Cost: 300,000 Gold, 2 Weeks
Control of Evil- (Passive Ability, Other: Villain) Possessor has a 20% chance of being able to cancel the actions of Evil element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Evil Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Evil- (Passive Ability, Other: Villain) Possessor gains +500 Defense if possessor has any Evil-element items equipped that provide a Defense bonus
Requires: Basic Evil Synchronization, Basic Defenses against Evil, Basic Weaponization of Evil
Cost: 200,000 Gold, 2 Weeks
Detect Evil- (Passive Ability, Other: Villain) Possessor gains +1% To Hit against Evil element targets
Requires: Apprentice Divining Attunement, Basic Evil Synchronization
Cost: 100,000 Gold, 2 Weeks
Evil Battle-Aura- (Stance Ability, Other: Villain) Possessor deals 10,000 Flat Evil element Damage to each opponent at the start of each round
Requires: Emanate Evil, Improved Weaponization of Evil
Cost: 200,000 Gold, 3 Weeks
Evil Body Form- (Stance Ability, Other: Villain) Possessor gains +200 Defense against Evil, Possessor gains 15% Evil Resistance, Possessor may deal 5,000 Flat Evil element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Evil, Villain, Basic Evil Resistance, Apprentice Understanding of the Heart of Evil, Apprentice Defenses Against Evil
Cost: 300,000 Gold, 3 Weeks
Evil Immunity- (Passive Ability, Other: Villain) Possessor gains Evil Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Evil Resistance, Other: Villain, Level 20
Cost: 500,000 Gold, 2 Weeks
Evil Manipulation- (Passive Ability, Other: Villain) Possessor may choose one of the following at the beginning of each round if Evil element: Create a Zone of Evil, Remove a Zone of Evil created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evil by either possessor or a source below Level 20, Add Evil 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 Evil element on a Evil element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evil, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evil, 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 an Evil element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evil to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evil, 5% Evil Resistance, or +50 Defense against Evil and 1% Evil Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Evil Synchronization, 5 other Other: Villain abilities
Cost: 400,000 Gold, 3 Weeks
Emanate Evil- (Passive Ability, Other: Villain) Whenever possessor absorbs Damage that is Evil element Damage, Possessor may choose to deal 10,000 Flat Evil element Damage to up to 10 targets
Requires: Absorb Evil, Evil Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Evil- (Passive Ability, Other: Villain) If possessor is Evil 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 Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Expert Evil Synchronization- (Passive Ability, Other: Villain) Evil element Damage dealt to possessor (not including healing) is halved, Evil element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Evil element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Evil Synchronization, 100 other Other: Villain Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Greater Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Evil, Other: Villain
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Evil- (Passive Ability, Other: Villain) Whenever possessor obtains Evil element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Evil
Cost: 500,000 Gold, 2 Weeks
Improved Command of Evil- (Passive Ability, Other: Villain) Possessor's Evil 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 Evil, Basic Understanding of the Heart of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +5,000 Defense against Evil
Requires: Apprentice Defenses Against Evil, Basic Evil Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Evil- (Passive Ability, Other: Villain) Possessor gains +2,000 Defense if possessor has any Evil-element items equipped that provide a Defense bonus
Requires: Apprentice Evil Synchronization, Improved Defenses against Evil, Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Evil Elemental Emanation- (Passive Ability, Other: Villain) Possessor's 'Call Forth the Living Evil' ability may summon entities up to Level 20
Requires: Call Forth the Living Evil
Cost: 200,000 Gold, 2 Weeks
Improved Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 10% Evil Resistance
Requires: Apprentice Evil Resistance, Basic Defenses against Evil
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Evil- (Passive Ability, Other: Villain) Possessor's Evil element allies gain +250 to all stats
Requires: Improved Command of Evil, Apprentice Understanding of the Heart of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Evil- (Passive Ability, Other: Villain) Possessor gains +1,000 to all stats while in a Zone of Evil
Requires: Apprentice Zonal Acclimation of Evil
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Evil Empowerment- (Passive Ability, Other: Villain) Possessor gains +500 to all stats while in a Zone of Evil, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Evil
Requires: Empowered by Evil, Nourished by Evil, Improved Zonal Acclimation of Evil
Cost: 1,000,000 Gold, 2 Weeks
Meditative Assumption of Evil- (Passive Ability, Other: Villain) Possessor may choose, at the beginning of a thread, to become solely Evil element
Requires: Basic Evil Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nourished By Evil- (Passive Ability, Other: Villain) If possessor is Evil element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Nourish Evil- (Passive Ability, Other: Villain) Whenever possessor deals HP or MP healing to an Evil element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Evil, Nourished by Evil
Cost: 200,000 Gold, 2 Weeks
Nullify Evil- (Passive Ability, Other: Villain) Possessor may remove the element Evil from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Evil-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Evil-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Evil from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Evil Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Evil- (Passive Ability, Other: Villain) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <Evil Status Effect>
Requires: Basic Evil Resistance, Basic Weaponization of Evil
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Evil- (Passive Ability, Other: Villain) Possessor gains 5% <Evil Status Effect> Resistance
Requires: Basic Evil Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Evil- (Passive Ability, Other: Villain) Possessor gains +5% Dodge against Evil element individuals
Requires: Improved Defenses Against Evil, Improved Understanding of the Heart of Evil, Apprentice Defenses that Utilize Evil
Cost: 200,000 Gold, 2 Weeks
Reconsume Evil Elemental Spawn- (Passive Ability, Other: Villain) Possessor may, at the start of any round, unsummon one of possessor's Evil element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Evil Elemental Emanation, Improved Affinity to Healing Via Evil
Cost: 200,000 Gold, 2 Weeks
Reflect Evil- (Passive Ability, Other: Villain) Possessor Reflects Evil against sources below Level 20 if Level 20 or greater
Requires: Evil Immunity
Cost: 500,000 Gold, 2 Weeks
Villain- (Passive Ability, Other: Villain) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evil Resistance, Possessor ignores Evil Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Evil Synchronization, 10 other Other: Villain abilities
Cost: 125,000 Gold, 4 Weeks
Soothing Evil Emanation- (Passive Ability, Other: Villain) Whenever possessor absorbs Damage that is Evil element Damage, Possessor may choose to deal 10,000 Flat Evil element HP Healing to up to 10 targets that are Evil element
Requires: Emanate Evil, Nourish Evil
Cost: 300,000 Gold, 1 Week
Uplifted By Evil- (Passive Ability, Other: Villain) If possessor is Evil element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Evil
Requires: Basic Understanding of the Heart of Evil
Requires: 200,000 Gold, 2 Weeks
Zonal Evil Control- (Passive Ability, Other: Villain) Possessor may, at the start of each round, choose one Zone of Evil 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 Evil, Improved Zonal Acclimation of Evil
Cost: 1,000,000 Gold, 2 Weeks
--
Elemental Attack-Conversion: Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.
Requires: Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Nonsynchrnous Elemental Attack-Conversion: Evil - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element.
Requires: Elemental Attack-Conversion: Evil
Cost: 500,000 Gold, 2 Weeks
Prosperous Venting of Excess Evil - (Passive Ability, Other: Villain) If possessor is Evil element and performs an 'Elemental Attack' action that is solely Evil element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Evil - (Passive Ability, Other: Villain) If possessor's last action was solely Evil element either due to this ability or the technique 'Elemental Attack-Conversion: Evil ', possessor may make any of possessor's offensive actions solely Evil element.
Requires: Nonsynchrnous Elemental Attack-Conversion: Evil , Adept Evil Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks
Elemental Invocation of Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Invocation of Evil ' in conjunction with an 'Elemental Attack' action so long as possessor is Evil element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Evil
Cost: 200,000 Gold, 2 Weeks
Absorb Good- (Passive Ability, Other: Hero) Possessor Absorbs Good against sources below Level 20 if Level 20 or greater
Requires: Good Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Good Synchronization- (Passive Ability, Other: Hero) Amounts of Good element Damage possessor deals are increased by 10,000 points, Good 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 Good element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Hero, 50 other Other: Hero Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Good
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Good- (Passive Ability, Other: Hero) Possessor's Good 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 Good
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +500 Defense against Good
Requires: Basic Defenses Against Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Good Resistance- (Passive Ability, Other: Hero) Possessor gains 5% Good Resistance
Requires: Basic Good Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Good Synchronization- (Passive Ability, Other: Hero) Possessor gains +50 to all stats for each Good element item equipped, Possessor's Good element pets and summons gain +250 to all stats
Requires: Basic Good Synchronization, 3 other Other: Hero abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +100 to all stats
Requires: Apprentice Command of Good, Basic Understanding of the Heart of Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Good
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +500 to all stats while in a Zone of Good
Requires: Basic Zonal Acclimation of Good
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Good's Dominion- (Passive Ability, Other: Hero) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Good
Requires: Basic Zonal Acclimation of Good
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Good Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Good- (Passive Ability, Other: Hero) Possessor's Good element pets and summons gain +50 to all stats
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +50 Defense against Good
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Good Resistance- (Passive Ability, Other: Hero) Possessor gains 1% Good Resistance
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +10 to all stats
Requires: Basic Command of Good
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 50 points
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +50 to all stats while in a Zone of Good
Requires: Basic Good Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Good- (Active Ability, Other: Hero) Possessor may spend an action to summon 5 Elementals that are Good 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 Good, Emanate Good
Cost: 300,000 Gold, 2 Weeks
Control of Good- (Passive Ability, Other: Hero) Possessor has a 20% chance of being able to cancel the actions of Good element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Good Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Good- (Passive Ability, Other: Hero) Possessor gains +500 Defense if possessor has any Good-element items equipped that provide a Defense bonus
Requires: Basic Good Synchronization, Basic Defenses against Good, Basic Weaponization of Good
Cost: 200,000 Gold, 2 Weeks
Detect Good- (Passive Ability, Other: Hero) Possessor gains +1% To Hit against Good element targets
Requires: Apprentice Divining Attunement, Basic Good Synchronization
Cost: 100,000 Gold, 2 Weeks
Good Battle-Aura- (Stance Ability, Other: Hero) Possessor deals 10,000 Flat Good element Damage to each opponent at the start of each round
Requires: Emanate Good, Improved Weaponization of Good
Cost: 200,000 Gold, 3 Weeks
Good Body Form- (Stance Ability, Other: Hero) Possessor gains +200 Defense against Good, Possessor gains 15% Good Resistance, Possessor may deal 5,000 Flat Good element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Good, Hero, Basic Good Resistance, Apprentice Understanding of the Heart of Good, Apprentice Defenses Against Good
Cost: 300,000 Gold, 3 Weeks
Good Immunity- (Passive Ability, Other: Hero) Possessor gains Good Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Good Resistance, Other: Hero, Level 20
Cost: 500,000 Gold, 2 Weeks
Good Manipulation- (Passive Ability, Other: Hero) Possessor may choose one of the following at the beginning of each round if Good element: Create a Zone of Good, Remove a Zone of Good created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Good by either possessor or a source below Level 20, Add Good 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 Good element on a Good element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Good, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Good, 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 Good element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Good to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Good, 5% Good Resistance, or +50 Defense against Good and 1% Good Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Good Synchronization, 5 other Other: Hero abilities
Cost: 400,000 Gold, 3 Weeks
Emanate Good- (Passive Ability, Other: Hero) Whenever possessor absorbs Damage that is Good element Damage, Possessor may choose to deal 10,000 Flat Good element Damage to up to 10 targets
Requires: Absorb Good, Good Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Good- (Passive Ability, Other: Hero) If possessor is Good 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 Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Expert Good Synchronization- (Passive Ability, Other: Hero) Good element Damage dealt to possessor (not including healing) is halved, Good element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Good element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Good Synchronization, 100 other Other: Hero Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Greater Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Good, Other: Hero
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Good- (Passive Ability, Other: Hero) Whenever possessor obtains Good element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Good
Cost: 500,000 Gold, 2 Weeks
Improved Command of Good- (Passive Ability, Other: Hero) Possessor's Good 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 Good, Basic Understanding of the Heart of Good
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Good- (Passive Ability, Other: Hero) Possessor gains +5,000 Defense against Good
Requires: Apprentice Defenses Against Good, Basic Good Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Good- (Passive Ability, Other: Hero) Possessor gains +2,000 Defense if possessor has any Good-element items equipped that provide a Defense bonus
Requires: Apprentice Good Synchronization, Improved Defenses against Good, Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Improved Good Elemental Emanation- (Passive Ability, Other: Hero) Possessor's 'Call Forth the Living Good' ability may summon entities up to Level 20
Requires: Call Forth the Living Good
Cost: 200,000 Gold, 2 Weeks
Improved Good Resistance- (Passive Ability, Other: Hero) Possessor gains 10% Good Resistance
Requires: Apprentice Good Resistance, Basic Defenses against Good
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Good- (Passive Ability, Other: Hero) Possessor's Good element allies gain +250 to all stats
Requires: Improved Command of Good, Apprentice Understanding of the Heart of Good
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Good- (Passive Ability, Other: Hero) Quantities of Good element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Good- (Passive Ability, Other: Hero) Possessor gains +1,000 to all stats while in a Zone of Good
Requires: Apprentice Zonal Acclimation of Good
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Good Empowerment- (Passive Ability, Other: Hero) Possessor gains +500 to all stats while in a Zone of Good, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Good
Requires: Empowered by Good, Nourished by Good, Improved Zonal Acclimation of Good
Cost: 1,000,000 Gold, 2 Weeks
Meditative Assumption of Good- (Passive Ability, Other: Hero) Possessor may choose, at the beginning of a thread, to become solely Good element
Requires: Basic Good Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nourished By Good- (Passive Ability, Other: Hero) If possessor is Good element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Nourish Good- (Passive Ability, Other: Hero) Whenever possessor deals HP or MP healing to an Good element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Good, Nourished by Good
Cost: 200,000 Gold, 2 Weeks
Nullify Good- (Passive Ability, Other: Hero) Possessor may remove the element Good from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Good-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Good-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Good from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Good Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Good- (Passive Ability, Other: Hero) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <Good Status Effect>
Requires: Basic Good Resistance, Basic Weaponization of Good
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Good- (Passive Ability, Other: Hero) Possessor gains 5% <Good Status Effect> Resistance
Requires: Basic Good Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Good- (Passive Ability, Other: Hero) Possessor gains +5% Dodge against Good element individuals
Requires: Improved Defenses Against Good, Improved Understanding of the Heart of Good, Apprentice Defenses that Utilize Good
Cost: 200,000 Gold, 2 Weeks
Reconsume Good Elemental Spawn- (Passive Ability, Other: Hero) Possessor may, at the start of any round, unsummon one of possessor's Good element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Good Elemental Emanation, Improved Affinity to Healing Via Good
Cost: 200,000 Gold, 2 Weeks
Reflect Good- (Passive Ability, Other: Hero) Possessor Reflects Good against sources below Level 20 if Level 20 or greater
Requires: Good Immunity
Cost: 500,000 Gold, 2 Weeks
Hero- (Passive Ability, Other: Hero) Possessor ignores (1 * (Possessor Level/5), rounded down)% Good Resistance, Possessor ignores Good Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Good Synchronization, 10 other Other: Hero abilities
Cost: 125,000 Gold, 4 Weeks
Soothing Good Emanation- (Passive Ability, Other: Hero) Whenever possessor absorbs Damage that is Good element Damage, Possessor may choose to deal 10,000 Flat Good element HP Healing to up to 10 targets that are Good element
Requires: Emanate Good, Nourish Good
Cost: 300,000 Gold, 1 Week
Uplifted By Good- (Passive Ability, Other: Hero) If possessor is Good element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Good
Requires: Basic Understanding of the Heart of Good
Requires: 200,000 Gold, 2 Weeks
Zonal Good Control- (Passive Ability, Other: Hero) Possessor may, at the start of each round, choose one Zone of Good 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 Good, Improved Zonal Acclimation of Good
Cost: 1,000,000 Gold, 2 Weeks
--
Elemental Attack-Conversion: Good - (Technique Ability, Other: Hero) Possessor may use 'Elemental Attack-Conversion: Good ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Good element and no other technique is used. Said action becomes solely the element Good.
Requires: Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Nonsynchrnous Elemental Attack-Conversion: Good - (Passive Ability, Other: Hero) Possessor may use the Technique 'Elemental Attack-Conversion: Good ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Good element.
Requires: Elemental Attack-Conversion: Good
Cost: 500,000 Gold, 2 Weeks
Prosperous Venting of Excess Good - (Passive Ability, Other: Hero) If possessor is Good element and performs an 'Elemental Attack' action that is solely Good element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Good
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Good - (Passive Ability, Other: Hero) If possessor's last action was solely Good element either due to this ability or the technique 'Elemental Attack-Conversion: Good ', possessor may make any of possessor's offensive actions solely Good element.
Requires: Nonsynchrnous Elemental Attack-Conversion: Good , Adept Good Syncrhonization
Cost: 6,000,000 Gold, 2 Weeks
Elemental Invocation of Good - (Technique Ability, Other: Hero) Possessor may use 'Elemental Invocation of Good ' in conjunction with an 'Elemental Attack' action so long as possessor is Good element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Good
Cost: 200,000 Gold, 2 Weeks
Draconics wrote: From ages past, I had apparently never recalled this exact post and only vaguely recall this templating designation spree:So I guess that'll be up for debate. If the Good/Evil classes are going to match Law/Chaos, then they should likely keep my template ones above. If they're still following the post I linked, the abilities above will need expanding. (In addition to moderate element status effects)Lord Gadigan wrote: Template it, but with the following changes (Tier 3 Nonbase):
* Multiply Stat boosts by 10
* Multiply Attack Bonus boosts by 10
* Multiply To-Hit (beyond the first 100)/Critical/Dodge/Resilience values and boosts by 2
* Multiply minor status effect infliction chances / resistances / resistance and infliction chance boosts by 3
* Multiply moderate status effect infliction chances / resistances / resistance and infliction chance boosts by 2
* Multiply cost in Gold by 100
* Multiply cost in Weeks by 2
Divine
Evil
Good
Hax
Infinity
Primordium
Triumph
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Pathaky wrote: I hit a road-block while working on Strangler. Namely, that Improved Bloody and Improved Maiming don't exist. Here's my templates based on what we have (They're kind of odd-balls)
Bloody Strangle- (Technique Ability, Strangler) Possessor may use 'Bloody Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack and becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Strangle
Cost: 300,000 Gold, 2 Weeks
Maiming Strangle- (Technique Ability, Strangler) Possessor may use 'Maiming Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack and becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Strangle
Cost: 300,000 Gold, 2 Weeks
^These are the basic ones based off of existing templates.
Improved Bloody Strangle- (Passive Ability, Strangler) Possessor's 'Bloody Strangle' technique has its chance of inflicting Wounded: Bleeding increased to 45%
Requires: Bloody Strangle
Cost: 20,000 Gold, 1 Week
Improved Maiming Strangle- (Passive Ability, Strangler) Possessor's 'Maiming Strangle' technique has its chance of inflicting Wounded: Maimed increased to 45%
Requires: Bloody Strangle
Cost: 20,000 Gold, 1 Week
^These are the proposed new ones.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Apprentice Dread Banking Attunement is mentioned in another Dread Banking ability as a prerequisite, but doesn't exist yet.
Draconics wrote: Apprentice Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All damage-dealing Dread Banking spells that possessor casts gain +250 Damage, All Dread Banking spells cost possessor 50 less MP to cast
Requires: Basic Dread Banking Attunement, 3 other Dread Banker abilities
Cost: 125,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Postby Aeromage wrote: Needle abilities now exist!
Basic Needle Training- (Passive Ability, Other: Parasite) Possesor gains +6 Melee Attack if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 60 points if possessor has a Needle equipped.
Requires: Shadow Blade, Scientist, Thief, Deathless One, Mad Scientist, Vermin Lord
Cost: 5,000,000 Gold, 30 Weeks
Apprentice Needle Training- (Passive Ability, Other: Parasite) Possessor gains +50 Melee Attack if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 500 points if possessor has a Needle equipped.
Requires: Basic Needle Training, 3 other Parasite abilities
Cost: 125,000 Gold, 2 Weeks
Parasite- (Passive Ability, Other: Parasite) Possessor gains +(700 +10 * Possessor's Level) Melee Attack and +(50 + 5 * Possessor's Level) to all stats if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by (10,000 +100 * Possessor's Level) points if possessor has a Needle equipped.
Requires: Apprentice Needle Training, 10 other Parasite abilities
Cost: 125,000 Gold, 4 Weeks
However, these are the only ones that exist. What templatables will it have?
Needle - Parasite
Drain, Leeching effects, Taking elements and powers, Transferring effects, Synergy with Healer and with Vermin Lord
Suggested Tree:
Needle: <X> Injection ('Shot' exists for Gunner already)
All Elements (as its stated powerset includes 'taking elements and powers')
Agony
Blood
Color
Dopple
Toxin
Flux
Life
Also thematically appropriate, but questionable due to newness/character-tied exclusivity/lack of development/Tsayikk/etc: Azoth, Chemical, Essence, Flesh, Hunger, Pleasure, Rot,
Armor-Piercing
Critical
Debilitating (Improved)
Deft
Dizzying (Improved)
Envenomed (Improved)
Erasure (Greater)
Hungering
Ill (Improved)
Impairing (Improved)
Lazy (Improved)
Maiming
Painful (Improved)
Paralytic (Improved)
Surprise
Thirsty
Unexpected
Vexatious
Aerial
Alien
Angel
Animal
Aquatic
Bio-Horror
Celestial
Cthonian
Daemon
Demon
Deva
Devil
Fae
Horror
Human
Humanoid
Insect
Monster
Ooze
Reptile
Shapeshifter
(In other words, entities that could conceivably have blood or injectable substance inside them)
It'll probably need a few status effect-templates (maybe including Bloody, although Dicing would be odd to give a syringe even if it's required as a prerequisite), and possibly a large spread of elements given its focus on taking them. I'm not sure what anti-entity-subtype templates would fit, though.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Note: Costs and bonuses have been increased due to the quote from the end of the Good/Evil Template Post. Basically, T3 stuff is a step up from everything else.
Draconics wrote: Simply Divine!
If these are approved as is, I'll move on to use these to construct Eternity. Both of these need their Moderate Status Effect though.
-------------------------------------
Absorb Divine- (Passive Ability, Other: Deus Omnium) Possessor Absorbs Divine against sources below Level 20 if Level 20 or greater
Requires: Divine Immunity
Cost: 50,000,000 Gold, 4 Weeks
Adept Divine Synchronization- (Passive Ability, Other: Deus Omnium) Amounts of Divine element Damage possessor deals are increased by 100,000 points, Divine element spells cost possessor 100,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Deus Omnium, 50 other Deus Omnium Abilities, Level 20
Cost: 500,000,000 Gold, 20 Weeks
Deus Omnium- (Passive Ability, Other: Deus Omnium) Possessor ignores (1 * (Possessor Level/5), rounded down)% Divine Resistance, Possessor ignores Divine Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Divine Synchronization, 10 other Deus Omnium abilities
Cost: 12,500,000 Gold, 8 Weeks
Apprentice Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 10,000 points
Requires: Basic Affinity to Healing Via Divine
Cost: 20,000,000 Gold, 4 Weeks
Apprentice Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Divine
Cost: 12,500,000 Gold, 4 Weeks
Apprentice Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 Defense against Divine
Requires: Basic Defenses Against Divine
Cost: 10,000,000 Gold, 4 Weeks
Apprentice Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +1,000 to all stats
Requires: Apprentice Command of Divine, Basic Understanding of the Heart of Divine
Cost: 10,000,000 Gold, 4 Weeks
Apprentice Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 5% Divine Resistance
Requires: Basic Divine Resistance
Cost: 20,000,000 Gold, 4 Weeks
Apprentice Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats for each Divine element item equipped, Possessor's Divine element pets and summons gain +2,500 to all stats
Requires: Basic Divine Synchronization, 3 other Deus Omnium abilities
Cost: 12,500,000 Gold, 4 Weeks
Apprentice Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 5,000 points
Requires: Basic Weaponization of Divine
Cost: 10,000,000 Gold, 4 Weeks
Apprentice Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 to all stats while in a Zone of Divine
Requires: Basic Zonal Acclimation of Divine
Cost: 10,000,000 Gold, 4 Weeks
Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine
Requires: Basic Zonal Acclimation of Divine
Cost: 3,000,000 Gold, 2 Week
Basic Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Basic Divine Synchronization
Cost: 2,000,000 Gold, 4 Weeks
Basic Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +500 to all stats
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Basic Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +500 Defense against Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Basic Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +100 to all stats
Requires: Basic Command of Divine
Cost: 4,000,000 Gold, 4 Weeks
Basic Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 1% Divine Resistance
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 500 points
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats while in a Zone of Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Call Forth the Living Divine- (Active Ability, Other: Deus Omnium) Possessor may spend an action to summon 5 Elementals that are Divine 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 Divine, Emanate Divine
Cost: 30,000,000 Gold, 4 Weeks
Control of Divine- (Passive Ability, Other: Deus Omnium) Possessor has a 20% chance of being able to cancel the actions of Divine element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Divine Manipulation
Cost: 50,000,000 Gold, 4 Weeks
Defenses that Utilize Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 Defense if possessor has any Divine-element items equipped that provide a Defense bonus
Requires: Basic Divine Synchronization, Basic Defenses against Divine, Basic Weaponization of Divine
Cost: 20,000,000 Gold, 4 Weeks
Detect Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +2% To Hit against Divine element targets
Requires: Apprentice Divining Attunement, Basic Divine Synchronization
Cost: 10,000,000 Gold, 4 Weeks
Divine Battle-Aura- (Stance Ability, Other: Deus Omnium) Possessor deals 100,000 Flat Divine element Damage to each opponent at the start of each round
Requires: Emanate Divine, Improved Weaponization of Divine
Cost: 20,000,000 Gold, 6 Weeks
Divine Body Form- (Stance Ability, Other: Deus Omnium) Possessor gains +2,000 Defense against Divine, Possessor gains 15% Divine Resistance, Possessor may deal 50,000 Flat Divine element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Divine, Deus Omnium, Basic Divine Resistance, Apprentice Understanding of the Heart of Divine, Apprentice Defenses Against Divine
Cost: 30,000,000 Gold, 6 Weeks
Divine Immunity- (Passive Ability, Other: Deus Omnium) Possessor gains Divine Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Divine Resistance, Deus Omnium, Level 20
Cost: 50,000,000 Gold, 4 Weeks
Divine Manipulation- (Passive Ability, Other: Deus Omnium) Possessor may choose one of the following at the beginning of each round if Divine element: Create a Zone of Divine, Remove a Zone of Divine created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Divine by either possessor or a source below Level 20, Add Divine to the elements of possessor's first action of the round, place a non-stacking buff that provides +500 to all of its possessor's stats if its possessor is Divine element on a Divine element target, place a non-stacking buff on an individual that gives that individual +500 to all stats while in a Zone of Divine, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Divine, Gain +500 to any one stat as a non-stacking buff until the end of the round, gain +500 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +500 Defense or +500 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Divine element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Divine to the elements of the next action conducted by a willing ally, or give a chosen individual +5,000 Defense against Divine, 5% Divine Resistance, or +500 Defense against Divine and 1% Divine Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Divine Synchronization, 5 other Deus Omnium abilities
Cost: 40,000,000 Gold, 6 Weeks
Elemental Attack-Conversion: Divine- (Technique Ability, Other: Deus Omnium) Possessor may use 'Elemental Attack-Conversion: Divine' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Divine element and no other technique is used. Said action becomes solely the element Divine.
Requires: Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks
Elemental Invocation of Divine- (Technique Ability, Other: Deus Omnium) Possessor may use 'Elemental Invocation of Divine' in conjunction with an 'Elemental Attack' action so long as possessor is Divine element and no other technique is used. Said action gains +5,000 Melee Attack, +5,000 Magical Attack, or +5,000 Ranged Attack.
Requires: Improved Weaponization of Divine
Cost: 20,000,000 Gold, 4 Week
Emanate Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor absorbs Damage that is Divine element Damage, Possessor may choose to deal 100,000 Flat Divine element Damage to up to 10 targets
Requires: Absorb Divine, Divine Manipulation
Cost: 10,000,000 Gold, 4 Weeks
Empowered By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine 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 Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks
Expert Divine Synchronization- (Passive Ability, Other: Deus Omnium) Divine element Damage dealt to possessor (not including healing) is halved, Divine element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Divine element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Divine Synchronization, 100 other Deus Omnium Abilities, Level 40
Cost: 10,000,000,000 Gold, 80 Weeks
Greater Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250,000 points
Requires: Improved Weaponization of Divine, Deus Omnium
Cost: 500,000,000 Gold, 4 Weeks
Improved Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 50,000 points
Requires: Apprentice Affinity to Healing Via Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +10,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Divine, Basic Understanding of the Heart of Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +50,000 Defense against Divine
Requires: Apprentice Defenses Against Divine, Basic Divine Resistance
Cost: 50,000,000 Gold, 4 Weeks
Improved Defenses that Utilize Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +20,000 Defense if possessor has any Divine-element items equipped that provide a Defense bonus
Requires: Apprentice Divine Synchronization, Improved Defenses against Divine, Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +2,500 to all stats
Requires: Improved Command of Divine, Apprentice Understanding of the Heart of Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Divine Elemental Emanation- (Passive Ability, Other: Deus Omnium) Possessor's 'Call Forth the Living Divine' ability may summon entities up to Level 20
Requires: Call Forth the Living Divine
Cost: 20,000,000 Gold, 4 Weeks
Improved Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 10% Divine Resistance
Requires: Apprentice Divine Resistance, Basic Defenses against Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 50,000 points
Requires: Apprentice Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +10,000 to all stats while in a Zone of Divine
Requires: Apprentice Zonal Acclimation of Divine
Cost: 50,000,000 Gold, 4 Weeks
Improved Zonal Divine Empowerment- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 to all stats while in a Zone of Divine, Possessor gains +5,000 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Divine
Requires: Empowered by Divine, Nourished by Divine, Improved Zonal Acclimation of Divine
Cost: 100,000,000 Gold, 4 Weeks
Infinite Assumption of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains the element Divine while in Deus Omnium stances
Requires: Meditative Assumption of Divine, Adept Divine Synchronization
Cost: 500,000,000 Gold, 4 Weeks
Meditative Assumption of Divine- (Passive Ability, Other: Deus Omnium) Possessor may choose, at the beginning of a thread, to become solely Divine element
Requires: Basic Divine Synchronization
Cost: 100,000,000 Gold, 20 Weeks
Nonsynchronous Elemental Attack-Conversion: Divine- (Passive Ability, Other: Deus Omnium) Possessor may use the Technique 'Elemental Attack-Conversion: Divine' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Divine element.
Requires: Elemental Attack-Conversion: Divine
Cost: 50,000,000 Gold, 4 Weeks
Nourish Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor deals HP or MP healing to an Divine element individual, possessor deals 3,000 additional points
Requires: Apprentice Affinity to Healing Via Divine, Nourished by Divine
Cost: 20,000,000 Gold, 4 Weeks
Nourished By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks
Nullify Divine- (Passive Ability, Other: Deus Omnium) Possessor may remove the element Divine from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Divine-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Divine-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Divine from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Divine Synchronization
Cost: 1,000,000,000 Gold, 4 Weeks
Partial Channeling of the Wrath of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 10% inflicts <MODERATE(?) STATUS EFFECT>
Requires: Basic Divine Resistance, Basic Weaponization of Divine
Cost: 4,000,000 Gold, 4 Weeks
Partially Unfettered by the Bonds of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains 10% <MODERATE(?) STATUS EFFECT> Resistance
Requires: Basic Divine Resistance
Cost: 4,000,000 Gold, 4 Weeks
Predict the Flow of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +10% Dodge against Divine element individuals
Requires: Improved Defenses Against Divine, Improved Understanding of the Heart of Divine, Apprentice Defenses that Utilize Divine
Cost: 20,000,000 Gold, 4 Weeks
Project Divine- (Passive Ability, Other: Deus Omnium) Possessor may choose for possessor's 'Ranged Attack' actions to gain +3,000 Ranged Attack and the element Divine
Requires: Improved Weaponization of Divine
Cost: 300,000,000 Gold, 4 Weeks
Prosperous Venting of Excess Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element and performs an 'Elemental Attack' action that is solely Divine element, said action deals 50,000 additional Damage, and, at the end of said action, possessor regenerates 50,000 HP.
Requires: Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks
Reconsume Divine Elemental Spawn- (Passive Ability, Other: Deus Omnium) Possessor may, at the start of any round, unsummon one of possessor's Divine element Elemental summons to regenerate (10,000 * said Elemental's Level, to a Max of 990,000) HP
Requires: Improved Divine Elemental Emanation, Improved Affinity to Healing Via Divine
Cost: 20,000,000 Gold, 4 Weeks
Reflect Divine- (Passive Ability, Other: Deus Omnium) Possessor Reflects Divine against sources below Level 20 if Level 20 or greater
Requires: Divine Immunity
Cost: 50,000,000 Gold, 4 Weeks
Relentless Tempest of Divine- (Passive Ability, Other: Deus Omnium) If possessor's last action was solely Divine element either due to this ability or the technique 'Elemental Attack-Conversion: Divine', possessor may make any of possessor's offensive actions solely Divine element.
Requires: Nonsynchronous Elemental Attack-Conversion: Divine, Adept Divine Synchronization
Cost: 600,000,000 Gold, 4 Weeks
Soothing Divine Emanation- (Passive Ability, Other: Deus Omnium) Whenever possessor absorbs Damage that is Divine element Damage, Possessor may choose to deal 100,000 Flat Divine element HP Healing to up to 10 targets that are Divine element
Requires: Emanate Divine, Nourish Divine
Cost: 30,000,000 Gold, 2 Week
Stability Within Divine- (Passive Ability, Other: Deus Omnium) Possessor gains 25% minor negative status effect resistance while in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine, Defenses that Utilize Divine
Requires: 50,000,000 Gold, 4 Weeks
Understanding of the Bonds of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +2,000 to all stats if possessor's stats are linked to the stats of a Divine element individual
Requires: Improved Understanding of the Heart of Divine
Cost: 20,000,000 Gold, 4 Weeks
Uplifted By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks
Zonal Divine Control- (Passive Ability, Other: Deus Omnium) Possessor may, at the start of each round, choose one Zone of Divine 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 Divine, Improved Zonal Acclimation of Divine
Cost: 100,000,000 Gold, 4 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Draconics wrote: Armor-Piercing Revolution- (Technique Ability, Soldreidrethanoi) Possessor may use 'Armor-Piercing Revolution' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartrix equipped. Said attack pierces 200 Defense.
Requires: Apprentice Bailartrix Training
Cost: 300,000 Gold, 2 Weeks
Draconics wrote: Revolution on the Run- (Technique Ability, Soldreidrethanoi) Possessor may use 'Revolution on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartix equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Bailartix Training
Cost: 500,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Lord Gadigan wrote: Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Requires: Basic Dark Transformation User
Cost: 60,000 Gold, 2 Weeks
Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Requires: Dark Transformation Morphing I
Cost: 60,000 Gold, 2 Weeks
Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Morphing:
Holy Form
Fiendish Form
Natural Form
Upgraded Form
Spirit Form
Shapeshifted Form
Monstrous Transformation
Tuning:
Vehicle
Vessel
Mech
War Machine
Breeding:
Steed
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Draconics wrote:Somehow these all missed the wearer set?
Disguise Wearer I- (Passive Ability, Spy) Possessor gains +5 to all stats when possessor has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 20,000 Gold, 2 Weeks
Disguise Wearer II- (Passive Ability, Spy) Possessor gains +25 to all stats when possessor has a Disguise equipped, Possessor gains +50 Defense when possessor has a Disguise equipped
Requires: Disguise Wearer I
Cost: 60,000 Gold, 2 Weeks
Ward Wearer I- (Passive Ability, Inscriber) Possessor gains +5 to all stats when possessor has a Ward equipped
Requires: Basic Ward Mastery
Cost: 20,000 Gold, 2 Weeks
Ward Wearer II- (Passive Ability, Inscriber) Possessor gains +25 to all stats when possessor has a Ward equipped, Possessor gains +50 Defense when possessor has a Ward equipped
Requires: Ward Wearer I
Cost: 60,000 Gold, 2 Weeks
Aura Wearer I- (Passive Ability, Auramancer) Possessor gains +5 to all stats when possessor has a Aura equipped
Requires: Basic Aura Mastery
Cost: 20,000 Gold, 2 Weeks
Aura Wearer II- (Passive Ability, Auramancer) Possessor gains +25 to all stats when possessor has a Aura equipped, Possessor gains +50 Defense when possessor has a Aura equipped
Requires: Aura Wearer I
Cost: 60,000 Gold, 2 Weeks
Draconics wrote:Postby Draconics » Mon Nov 11, 2019 2:09 pm
Armor Wearer III Expanded! Requires approval!
Aura Wearer III- (Passive Ability, Auramancer) Possessor gains +200 to all stats when possessor has a Aura equipped, Possessor gains +200 Defense when possessor has a Aura equipped, Possessor gains +1% Resilience when possessor has a Aura equipped
Requires: Aura Wearer II, Auramancer
Cost: 60,000 Gold, 2 Weeks
Clothing Wearer III- (Passive Ability, Diplomat) Possessor gains +200 to all stats when possessor has a Clothing equipped, Possessor gains +200 Defense when possessor has a Clothing equipped, Possessor gains +1% Resilience when possessor has a Clothing equipped
Requires: Clothing Wearer II, Diplomat
Cost: 60,000 Gold, 2 Weeks
Disguise Wearer III- (Passive Ability, Spy) Possessor gains +200 to all stats when possessor has a Disguise equipped, Possessor gains +200 Defense when possessor has a Disguise equipped, Possessor gains +1% Resilience when possessor has a Disguise equipped
Requires: Disguise Wearer II, Spy
Cost: 60,000 Gold, 2 Weeks
Heavy Armor Wearer III- (Passive Ability, Guardian) Possessor gains +200 to all stats when possessor has a Heavy Armor equipped, Possessor gains +200 Defense when possessor has a Heavy Armor equipped, Possessor gains +1% Resilience when possessor has a Heavy Armor equipped
Requires: Heavy Armor Wearer II, Guardian
Cost: 60,000 Gold, 2 Weeks
Light Armor Wearer III- (Passive Ability, Protector) Possessor gains +200 to all stats when possessor has a Light Armor equipped, Possessor gains +200 Defense when possessor has a Light Armor equipped, Possessor gains +1% Resilience when possessor has a Light Armor equipped
Requires: Light Armor Wearer II, Protector
Cost: 60,000 Gold, 2 Weeks
Power Armor Wearer III- (Passive Ability, Power Trooper) Possessor gains +200 to all stats when possessor has a Power Armor equipped, Possessor gains +200 Defense when possessor has a Power Armor equipped, Possessor gains +1% Resilience when possessor has a Power Armor equipped
Requires: Power Armor Wearer II, Power Trooper
Cost: 60,000 Gold, 2 Weeks
Robe Wearer III- (Passive Ability, Seer) Possessor gains +200 to all stats when possessor has a Robe equipped, Possessor gains +200 Defense when possessor has a Robe equipped, Possessor gains +1% Resilience when possessor has a Robe equipped
Requires: Robe Wearer II, Seer
Cost: 60,000 Gold, 2 Weeks
Ward Wearer III- (Passive Ability, Inscriber) Possessor gains +200 to all stats when possessor has a Ward equipped, Possessor gains +200 Defense when possessor has a Ward equipped, Possessor gains +1% Resilience when possessor has a Ward equipped
Requires: Ward Wearer II, Inscriber
Cost: 60,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Capstone Tier Ability Notes
Draconics wrote: Tier 1 Nonbase Armor templates:
CLASSNAME not made, since it looks like Armor classes are more unique in that sense.
Infusion Formula - Essence Chemist
Apprentice Infusion Formula Mastery- (Passive Ability, Essence Chemist) Possessor gains +50 Defense if possessor has an Infusion Formula equipped
Requires: Basic Infusion Formula Mastery, 3 other Essence Chemist abilities
Cost: 125,000 Gold, 2 Weeks
Infusion Formula Wearer I- (Passive Ability, Essence Chemist) Possessor gains +5 to all stats when possessor has an Infusion Formula equipped
Requires: Basic Infusion Formula Mastery
Cost: 20,000 Gold, 2 Weeks
Infusion Formula Wearer II- (Passive Ability, Essence Chemist) Possessor gains +25 to all stats when possessor has an Infusion Formula equipped, Possessor gains +50 Defense when possessor has an Infusion Formula equipped
Requires: Infusion Formula Wearer I
Cost: 60,000 Gold, 2 Weeks
Infusion Formula Wearer III- (Passive Ability, Essence Chemist) Possessor gains +200 to all stats when possessor has an Infusion Formula equipped, Possessor gains +200 Defense when possessor has an Infusion Formula equipped, Possessor gains +1% Resilience when possessor has an Infusion Formula equipped
Requires: Infusion Formula Wearer II, Essence Chemist
Cost: 60,000 Gold, 2 Weeks
-------------------------
Pelt - Skinwalker
Apprentice Pelt Mastery- (Passive Ability, Skinwalker) Possessor gains +50 Defense if possessor has a Pelt equipped
Requires: Basic Pelt Mastery, 3 other Skinwalker abilities
Cost: 125,000 Gold, 2 Weeks
Pelt Wearer I- (Passive Ability, Skinwalker) Possessor gains +5 to all stats when possessor has a Pelt equipped
Requires: Basic Pelt Mastery
Cost: 20,000 Gold, 2 Weeks
Pelt Wearer II- (Passive Ability, Skinwalker) Possessor gains +25 to all stats when possessor has a Pelt equipped, Possessor gains +50 Defense when possessor has a Pelt equipped
Requires: Pelt Wearer I
Cost: 60,000 Gold, 2 Weeks
Pelt Wearer III- (Passive Ability, Skinwalker) Possessor gains +200 to all stats when possessor has a Pelt equipped, Possessor gains +200 Defense when possessor has a Pelt equipped, Possessor gains +1% Resilience when possessor has a Pelt equipped
Requires: Pelt Wearer II, Skinwalker
Cost: 60,000 Gold, 2 Weeks
MODRAAAAAAAAAAAAAGE