Capstone Tier Ability Notes

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Modrageball
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Draconics wrote:This was an old request on Page 1, since I'm purging our reliance on that page, I'm getting this over with!
This one was only supposed to go out to those with "Standard" pricing, but other than Casino (which is out of stock), everything is just linked to their base property and therefore follows the "Standard", so I made all of them anyways.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And just in case it should anyways!

Has Traversed the Casino- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Casino, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Casino
Requires: Attuned to Terrain: Casino, Journeyman's Steps
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Aeromage wrote: Surprise Extra Speculation!

Cael has his foot in the Santa tree. Notably, Apprentice Santa Knowledge, Kringlemaster and Adept Santa Knowledge do not yet exist. I submit the following templates based off an existing T3 pet tree, Immortal, assuming Santabilities don't go in unusual directions milestone-wise:


Adept Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain a Santa summon, Possessor's unmodified stats increase by 2,000 points if possessor is a Santa
Requires: Kringlemaster, 50 other Kringlemaster abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

Apprentice Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Santa Knowledge, 3 other Kringlemaster abilities
Cost: 1,250,000 Gold, 2 Weeks

Kringlemaster- (Passive Ability, Other: Kringlemaster) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Santa pet only, This ability provides +500 HP and +100 to all stats of possessor's Santa pets and summons per Level of possessor
Requires: Apprentice Santa Knowledge, 10 other Kringlemaster abilities
Cost: 1,250,000 Gold, 4 Weeks



While it's been noted that T3s are likely different in some respects, the Kringlemaster tree seems to have Instruction, at the least, with text similar to every other brand of Instruction out there (much like Immortal). I've expanded this below for review.


Advanced Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 60% Charm Resistance
Requires: Santa Loyalty Instruction, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

Basic Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 20% Charm Resistance
Requires: Santa Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +50 Defense
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +250 Defense
Requires: Defensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 50 points
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Santa Calling I- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +20 to all stats
Requires: Santa Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

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

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

Santa Calling IV- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +2,000 HP and +4,000 MP
Requires: Santa Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Santa Calling V- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons may not be unsummoned by sources below Level 5
Requires: Santa Calling IV, Santa Instruction II, Summoner, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 40% Charm Resistance
Requires: Basic Santa Loyalty Instruction, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 80% Charm Resistance
Requires: Advanced Santa Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Draconics wrote: Looking to flesh out the remaining Kensei, here's what the Adept would template to along with two direct parallels from Gunslinging.
EDIT: Adapted some other idea from existing spell-based classes.

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




Elemental Draw- (Technique Ability, Kensei) Possessor may use 'Elemental Draw' in conjunction with a 'Melee Attack' action so long as possessor has a Sword equipped and has a Sword Arts spell equipped. Said action gains possessor's element if possessor's element is a base element.
Requires: Sword Arts Casting II
Cost: 60,000 Gold, 3 Weeks

Fast Draw (2)- (Passive Ability, Kensei) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Sword is equipped
Requires: Basic Sword Arts Attunement
Cost: 80,000 Gold, 2 Weeks

Blade Channeling Technique- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Requires: Basic Sword Arts Attunement
Cost: 70,000 Gold, 1 Week

Ready Stance- (Passive Ability, Kensei) Whenever possessor conducts a 'Meditate' action, possessor may switch stances
Requires: Change Stance, Ready Blade
Cost: 100,000 Gold, 2 Weeks

Iaijutsu Stance- (Stance Ability, Kensei) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Requires: Basic Sword Arts Attunement
Cost: 90,000 Gold, 3 Weeks

Blade Channeling- (Passive Ability, Kensei) Sword Arts spells gain +25 Melee Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must have a Sword equipped for this ability to take effect
Requires: Basic Sword Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Improved Spellcasting Power from Sword Charging- (Passive Ability, Kensei) Possessor gains +100 Melee Attack, +50 STR, and +50 SPI whenever possessor possesses a buff from a Sword Arts Spell or Ability
Requires: Basic Sword Arts Construction
Cost: 100,000 Gold, 2 Weeks

Sword Charge Augmentation- (Passive Ability, Kensei) Sword Arts spells cast by possessor that apply buffs to equipped Swords increase all stats buffs by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per item
Requires: Sword Arts Casting II
Cost: 300,000 Gold, 2 Weeks
Draconics wrote:Looking at Hunter and Gunslinger, this ability should exist. Following the formula the only uncertainty is if the "Meditation of the Sword's Thirst" is a fine pre-req or a more comparable ability exists.

Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Requires: Swordsman, Kensei, Slash Mastery, Meditation of the Sword's Thirst
Cost: 5,000,000 Gold, 2 Weeks




Below is just brainstorming, essentially taking the style of weapon juggling to slide towards Iaijutsu:

Element-Sword Cascade Draw- (Passive Ability, Kensei) Whenever possessor makes a Melee Attack, Melee Overdrive, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, after any attacks produced by said action, unequip a Sword weapon and then equip a Sword weapon provided the equipped Sword matches an element of a Sword Arts Spell used in the action, This ability cannot be used in the same round that Weapon Juggling or Passive Weapon Juggling is used
Requires: Apprentice Sword Arts Attunement, Weapon Juggling
Cost: X Gold, 2 Weeks

Element-Sword Reverse Cascade Draw- (Passive Ability, Kensei) Whenever possessor makes a Melee Attack, Melee Overdrive, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, after any attacks produced by said action, make any one Sword equipped by possessor solely the elements of a Sword Arts Spell used in the action as a non-stacking buff that lasts 5 rounds
Requires: Element-Sword Cascade Draw
Cost: X Gold, 2 Weeks

Sword-Element Cascade Draw- (Passive Ability, Kensei) Whenever possessor Equips a Sword, Possessor may make the element of a Sword Arts spell equipped by possessor solely the elements of the equipped Sword as a non-stacking buff that lasts 5 rounds
Requires: Element-Sword Reverse Cascade Draw, Kensei
Cost: X Gold, 2 Weeks

Sword-Element Reverse Cascade Draw- (Passive Ability, Kensei) Whenever possessor Equips a Sword, Possessor may make the element of a Sword Weapon equipped by possessor solely the elements of the equipped Sword Arts Spell as a non-stacking buff that lasts 5 rounds
Requires: Sword-Element Cascade Draw
Cost: X Gold, 2 Weeks

Sword-Draw Mastery I- (Passive Ability, Kensei) Buffs from possessor's Kensei Abilities with "Cascade Draw" in their name that last exactly 5 rounds instead no longer have a duration
Requires: Sword-Element Reverse Cascade Draw, Sword Arts Casting I
Cost: X Gold, 2 Weeks

Sword-Draw Mastery II- (Passive Ability, Kensei) Possessor's "Element-Sword Cascade Draw" ability may instead unequip and equip a Sword weapon before the attack action instead of after
Requires: Sword-Draw Mastery I, Sword Arts Casting II, Element-Sword Cascade Draw
Cost: X Gold, 2 Weeks

Sword-Draw Mastery III- (Passive Ability, Kensei) Possessor's "Element-Sword Reverse Cascade Draw" ability may instead change the element of an equipped Sword Arts spell before the attack action instead of after
Requires: Sword-Draw Mastery II, Sword Arts Casting II, Element-Sword Reverse Cascade Draw
Cost: X Gold, 2 Weeks

Juggling Sword-Draw Mastery- (Passive Ability, Kensei) Possessor's "Element-Sword Cascade Draw" ability loses the text "This ability cannot be used in the same round that Weapon Juggling or Passive Weapon Juggling is used"
Requires: Sword-Draw Mastery III, Adept Sword Arts Attunement, Warrior
Cost: X Gold, 2 Weeks

Dual Sword-Draw Mastery- (Passive Ability, Kensei) Possessor's "Element-Sword Cascade Draw" ability works instead allows user to unequip and then requip up to two seperate Sword weapons instead of a single Sword Weapon assuming they still match the element-based requirements
Requires: Sword-Draw Mastery III, Swordsman, Dual Sword-Wielding
Cost: X Gold, 2 Weeks

Multi Sword-Draw Mastery- (Passive Ability, Kensei) Possessor's "Element-Sword Cascade Draw" ability works instead allows user to unequip and then requip any number of seperate Sword weapons instead of a single Sword Weapon assuming they still match the element-based requirements
Requires: Dual Sword-Draw Mastery, Adept Sword Arts Attunement
Cost: X Gold, 2 Weeks

Reverse Cascade Draw Mana Conservation- Whenever Possessor changes the element of an equipped Sword Arts spell, Possessor gains a non-stacking buff that makes the spell cost 1,000 MP less the next time that spell is used in an action, this only reduces the spell's MP cost and not any other costs of the action the spell is used with or any Non-MP costs the spell may have
Requires: Sword-Draw Mastery III, Basic Mana-Saving Techniques
Cost: X Gold, 2 Weeks

Improved Reverse Cascade Draw Mana Conservation- Whenever Possessor changes the element of an equipped Sword Arts spell, Possessor gains a non-stacking buff that makes Sword Arts spells of the same elements cost 1,000 MP less the next time a Sword Arts spell is used in an action, this only reduces the spell's MP cost and not any other costs of the action the spell is used with or any Non-MP costs the spell may have
Requires: Reverse Cascade Draw Mana Conservation, Improved Mana-Saving Techniques
Cost: X Gold, 2 Weeks

Expanded Reverse Cascade Draw Mana Conservation- Possessor's "Improved Reverse Cascade Draw Mana Conservation" ability works with all Sword Arts spells, not just those that have the same elements
Requires: Improved Reverse Cascade Draw Mana Conservation
Cost: X Gold, 2 Weeks

Sword-Draw Mastery IV- (Passive Ability, Kensei) Whenever possessor Equips a Sword, possessor gains +1,000 Melee Attack bonus as a buff that lasts until the end of the round
Requires: Sword-Draw Mastery III, Juggling Sword-Draw Mastery, Multi Sword-Draw Mastery, Expanded Reverse Cascade Draw Mana Conservation
Cost: X Gold, 2 Weeks



EDIT:
If Adept and the Unified abilities go through, theoretically that makes Expert Possible.

Expert Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Sword Arts Attunement, 100 other Kensei Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
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Re: Capstone Tier Ability Notes

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Draconics wrote:Back which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Back:' to this ability, and possessor's 'Mutative Back' ability may treat said spell as being equipped
Requires: Mutative Back
Cost: 100,000 Gold, 2 Weeks

Mutative Back- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Back:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Celas wrote:The Deathless One Abilities from the Lich Tree that are Not Unique to Lich Lolis that I'm hoping to get made in-stock:

Lich's Aura of Dark Restoration- (Passive Ability, Deathless One) If possessor is an Unead, at the start of every round, possessor is cured of any single debuff, moderate status effect, or minor status effect of possessor's choice, or possessor recovers 5% of possessor's Max HP and Max MP, to a Max of 60,000,000 HP or MP
Not for Sale

Lich's Glorious Spellcasting- (Passive Ability, Deathless One) If possessor is an Undead, (Possessor's cast buffs cannot be removed by individuals more than 3 levels lower than possessor, Possessor's summons cannot be unsummoned by individuals more than 3 levels lower than possessor, Possessor's summons' cast buffs cannot be removed by individuals more than 5 levels lower than possessor, Possessor's summons' summons cannot be unsummoned by individuals more than 5 levels lower than possessor, Possessor's zones, circles, and phantom terrains cannot be replaced or overridden by individuals of lower level than possessor, Possessor may not have status effects and debuffs applied to it by individuals more than 10 levels lower than possessor, Possessor's summons may not have status effects and debuffs applied to them by individuals more than 15 levels lower than possessor, Possessor's attacks may not be countered by individuals more than 10 levels lower than possessor, Individuals more than 15 levels lower than possessor may not get more than 5 extra actions due to high turn-order-determining stats, and Possessor's Constant Effects and Persistent Enchantments cannot be removed or overridden by individuals more than 10 levels lower than possessor)
Not for Sale

Lich's Mantra- (Passive Ability, Deathless One) If possessor is an Undead, possessor regenerates all of its MP at the start of a round if possessor did not take at least 5% of its max HP in damage the prior round, to a max of 60,000,000 MP
Not for Sale

I'd like to highlight this next one specifically, because it'll fill in a requirement for the Third Holy Imperial Challenge of Glory:
Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Not for Sale

Lich's Rebirth- (Passive Ability, Deathless One) If possessor is an Undead, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or Damage that is an element that possessor is weak to, and possessor has a 50% chance of automatically resurrecting upon death in other circumstance; In these cases, when possessor self-resurrects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values; Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect; Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects as a non-stacking debuff (said nullification may be applied even if possessor is not an Undead at said time)
Not for Sale

And finally, the does-not-currently-exist cherry on top, which is surprisingly complicated because there's currently no Subtype-Spell Class unifications:

Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Requires: Necromancer, <???>- I thought about "Has Researched Many Methods of Eternal Life through Undeath", but that's... steep. Still, they nearly all have two requirements and there's no equivalent to "Shining Wisdom" in Deathless One.
Cost: 5,000,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

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Draconics wrote: More brainstorming akin to earlier in this thread. Costs would need adjustment and likely tier pre-reqs added.

Mutative Weapon- (Passive Ability, Transmuter) A weapon equipped by possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Weapon:' that possessor is able to cast on said weapon, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Weapon which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Weapon:' to this ability, and possessor's 'Mutative Weapon' ability may treat said spell as being equipped
Requires: Mutative Weapon
Cost: 100,000 Gold, 2 Weeks

Off-Handed Mutative Weapon- (Passive Ability, Transmuter) A second weapon equipped by possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Weapon:' that possessor is able to cast on said weapon in addition to the weapon chosen by 'Mutative Weapon', the spell applied to both weapons must be identical, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Mutative Weapon
Cost: 160,000 Gold, 3 Weeks

Asymmetric Mutative Weapon- (Passive Ability, Transmuter) Possessor's ability 'Off-Handed Mutative Weapon' loses the text "the spell applied to both weapons must be identical,"
Requires: Off-Handed Mutative Weapon
Cost: 160,000 Gold, 3 Weeks

Off-Hand Weapon which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Weapon:' to this ability, and possessor's 'Off-Handed Mutative Weapon' and 'Mutative Weapon' abilities may treat said spell as being equipped
Requires: Off-Handed Mutative Weapon, Off-Handed Mutative Weapon
Cost: 100,000 Gold, 2 Weeks

All-Weapon Mutation- (Passive Ability, Transmuter) All weapons equipped by possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Weapon:' that possessor is able to cast on said weapons, with the spell selection identical across all weapons, targets of this ability cannot affect weapons that were targets of abilities names 'Mutative Weapon' or 'Off-Hand Mutative Weapon' nor can said targets be affected by these abilities until end of thread, with all relevant costs of casting said spell for each instance paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Off-Handed Mutative Weapon
Cost: 160,000 Gold, 3 Weeks

Asymmetric All-Weapon Mutation- (Passive Ability, Transmuter) Possessor's ability 'All-Weapon Mutation' loses the text "with the spell selection identical across all weapons,"
Requires: All-Weapon Mutation
Cost: 160,000 Gold, 3 Weeks

Armory which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach up to 3 Transmutation spells that begin with 'Transmute Weapon:' to this ability, and possessor's 'All-Weapon Mutation', 'Off-Handed Mutative Weapon' and 'Mutative Weapon' abilities may treat said spells as being equipped
Requires: All-Weapon Mutation, Asymmetric All-Weapon Mutation
Cost: 100,000 Gold, 2 Weeks

Arsenal which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach up to 5 Transmutation spells that begin with 'Transmute Weapon:' to this ability, and possessor's 'All-Weapon Mutation', 'Off-Handed Mutative Weapon' and 'Mutative Weapon' abilities may treat said spells as being equipped
Requires: Armory which Holds Mutative Energy
Cost: 100,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

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Draconics wrote:A spin-off Shining Spirit

Dark Spirit- (Passive Ability, Diabolist) +50 SPI, if possessor is a Demon, Devil, or Daemon, provides +150 additional SPI
Requires: Basic Demon Magic Attunement
Cost: 80,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

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Draconics wrote:Hey! Armors are often enchanted too! Though note that only Light Armor has their apprentice ability.

Aura Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Auras cost 200 XP less when applying said enhancements to Auras
Requires: Basic Enchanter Attunement, Apprentice Aura Training
Cost: 140,000 Gold, 2 Weeks

Clothing Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Clothing cost 200 XP less when applying said enhancements to Clothing
Requires: Basic Enchanter Attunement, Apprentice Clothing Training
Cost: 140,000 Gold, 2 Weeks

Grand Armor Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Grand Armors cost 200 XP less when applying said enhancements to Grand Armors
Requires: Basic Enchanter Attunement, Apprentice Grand Armor Training
Cost: 140,000 Gold, 2 Weeks

Heavy Armor Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Heavy Armors cost 200 XP less when applying said enhancements to Heavy Armors
Requires: Basic Enchanter Attunement, Apprentice Heavy Armor Training
Cost: 140,000 Gold, 2 Weeks

Ward Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Wards cost 200 XP less when applying said enhancements to Wards
Requires: Basic Enchanter Attunement, Apprentice Ward Training
Cost: 140,000 Gold, 2 Weeks

Power Armor Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Power Armor cost 200 XP less when applying said enhancements to Power Armors
Requires: Basic Enchanter Attunement, Apprentice Power Armor Training
Cost: 140,000 Gold, 2 Weeks

Light Armor Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Light Armors cost 200 XP less when applying said enhancements to Light Armors
Requires: Basic Enchanter Attunement, Apprentice Light Armor Training
Cost: 140,000 Gold, 2 Weeks

Robe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Robes cost 200 XP less when applying said enhancements to Robes
Requires: Basic Enchanter Attunement, Apprentice Robe Training
Cost: 140,000 Gold, 2 Weeks

Disguise Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Disguises cost 200 XP less when applying said enhancements to Disguises
Requires: Basic Enchanter Attunement, Apprentice Disguise Training
Cost: 140,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

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Draconics wrote:MP anyone?

Improved Refreshing- (Passive Ability, Healer) Whenever possessor would Heal MP, possessor heals an additional 500 points
Requires: Basic Healer Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Auto-Refresh- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element MP Healing at the start of every round
Requires: Improved Refreshing, Apprentice Healer Magic Attunement
Cost: 500,000 Gold, 4 Weeks

Rejuvenation Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element MP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Requires: Auto-Refresh, Healer
Cost: 500,000 Gold, 4 Weeks

Dual-stance anyone?

Restoration Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element MP Healing and 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Requires: Restoration Stance, Restorative Stance
Cost: 500,000 Gold, 4 Weeks

Note: Refresh was what I first thought of, but I'm biased towards FFXI. May want a rewording?
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Re: Capstone Tier Ability Notes

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Draconics wrote:So I've done some pondering, I'll post some in this thread as it comes to me. These aren't being made, as before, just some thoughts and ideas.

Overwhelm Base Resistance: <Element>- (Passive Ability, <Class>) Possessor may chose to have an attack that is solely <element> element ignore all Base Element Resistance of targets no more than 10 levels higher than possessor, if so, this ability loses all text until the end of thread
Requires: Improved Weaponization of <Element>, <Tier III ability(Class Name)>
Cost: ?? Gold, ? Weeks

Elemental Grind-wheel- (Active Ability, Elementalist) This action may only be used if fourteen abilities with the phrase "Overwhelm Base Resistance:" in their name have no text. All of possessor's textless abilities with the name including "Overwhelm Base Resistance:" regain their text. Possessor's next fourteen attacks in this same combat, if not resisted and all a single base element, inflict targets hit with a +5% Base Element Weakness
Requires: Fourteen abilities that include the phrase "Overwhelm Base Resistance:" in their name, Level 20
Cost: ?? Gold, ? Weeks

Kaleidoscopic Break- (Active Ability, Elementalist) Possessor's next attack is all base elements. All weaknesses calculated for that attack are doubled against foes with at least 70% Base Element Weakness. This attack ignores all Base Element Resistance. Costs MP equal to 50% of possessor's Max MP
Requires: Elemental Grind-wheel, Level 30
Cost: ?? Gold, ? Weeks

I've other thoughts, but I'm done typing for now.
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Draconics wrote: Based on my rant yesterday:

------------------------------------------

Flush I-(Tech) If 5 remaining cards in hand are the same element as each other, current spell being magical attacked/overdrived is shifted to solely that element
(Standard Poker)

Flush II-(Tech) If 7 remaining cards in hand are the same element as each other, current spell being magical attacked/overdrived gains bonus +% Critical and +% To-Hit Chance
(Starting hand size in BA, I'm hunching for +7%)

Flush III-(Tech) If 9 remaining cards in hand are the same element, Current attack deals double damage, costs MP equal to 25% of Max MP and double spell's cost
(Max Hand size obtainable in the BA with *just* the present abilities is 10)
Note of Flushes: The idea is that if the entire tree is picked up, the Arcanist has another option to overdrive that's a) different and b) incompatable with other overdrive-based moves. Note that I'd intend for the Flush abilities to stack back on each other (can be used in conjunction with each other).



Pair-(Passive) If card be used in a technique matches name with a card in hand, deals Bonus Damage equal to user's SPI
(To scale this appropriately, I imagine it'd be best that it scales with the user's SPI, akin to magical attack bonus)

Three of a Kind-(Passive) If card be used in a technique matches name with two cards in hand, deals Bonus Damage equal to user's SPI, Increases Minor Status Effect Infliction chances by +10%
(Capping the % infliction chances may not be wise, given how many things now have resistances well over 100%)

Four of a Kind-(Passive) If card be used in a technique matches name with three cards in hand, deals Bonus Damage equal to user's SPI, Increases Minor Status Effect Infliction chances by +10%, Increases Stat Damage by +10%
(The stat damage increase as a note still runs right into the hard-cap for stat damage (MIN/5))

Five of a Kind-(Passive) If card be used in a technique matches name with four cards in hand, deals Bonus Damage equal to user's SPI, Increases Minor and Moderate Status Effect Infliction chances by +10%, Increases Stat Damage by +10%, gains "1% this move may gain 5 hits against 1"

Sacrificial Pairing-(Passive) Can opt to count cards in hand twice for purposes of Pair/3 of a Kind/4 of a Kind/5 of a Kind but must discard those cards after the action

Note: Due to the flavor, once again, I mean for these to stack. Five cards of each kind is the max one can have with the current abilities in a Arcanist deck



Double Up!-(Tech) Arcanist spell involving Ranged or Magical Attack, if every hit of the attack hits and is a critical, may spend 10% Max MP to shuffle and reveal the top of arcanist deck, if it matches the spell used user may repeat this process (cost, shuffle, reveal), for every match the critical damage multiplier increases by 1, if a match fails the critical damage multiplier becomes x1, doesn't work with Focus or Aim
(Meant to be Adept Tier, this can be cheesed via deck stacking, but costs an additional 5% Max MP due to the stacking ability, so to max out it'd be at the cost of 60% Max MP)
(The heart of the cards or the like can likewise cheese this without the extra Max MP cost, still costs 40% Max MP)
(Fair Comparison: Criticalling an Overdrive is x6 damage (even more counting multi-hit), this is x7 at best with the current max of cards with the same name one can have in the deck, a way to re-order or auto-matches and it REQUIRES a critical)



Crisis Overcrash: Dealbreaker- (Technique Ability, Arcanist) Possessor may use 'Crisis Overcrash: Dealbreaker' in conjunction with a 'Magical Overdrive', 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor is a Deck-Based Arcanist. For each card in Possessor's Arcanist Deck and Current Hand, this attack gains the spell's element and has a 100% Chance of inflicting any minor or moderate status effect that the spell could deal, this attack gains +10,000 Magical and Ranged Attack for each element it is, this attack has 1 hits X, where X is the number of cards in Possessor's Current Hand plus one, Possessor Discards their Arcanist Deck and Current Hand. Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Arcanist Magic Attunement, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks

(Yes, I'm aware the wording is sloppy. I'll go find my *deal with it* shades.)
NOTE: The reason the element power-boost is a seperate clause is due to people converting it to solely one element. Now it can either be converted for far less bonus, or contain all sorts of elements and have a high chance of resist/immunity. This also allows tactical play for the arcanist to discard out cards they don't want to add in beforehand
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Re: Capstone Tier Ability Notes

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Celas wrote:Suggestion:

Expertise in <Class>- (Passive Ability, <Classname>) The maximum target Level of effects of abilities in Posesser's <Classname> Abilities that are 19 or below are increased to 39.
Requires: Adept <Class>, Level 40
Cost: 10 Weeks, 10,000,000 Gold

Further Expertise in <Class>- (Passive Ability, <Classname>) The maximum target Level of effects of abilities in Posesser's <Classname> Abilities that are 39 or below are increased to 59.
Requires: Expert <Class>, Level 60
Cost: X Weeks, Y Gold

Advanced Expertise in <Class>- (Passive Ability, <Classname>) The maximum target Level of effects of abilities in Posesser's <Classname> Abilities that are 59 or below are increased to 79.
Requires: Master <Class>
Cost: X Weeks, Y Gold


At the moment, classes are chock full of utility effect goodness that just straight-up stops working, depressingly often below level 20. A standard workaround for this problem has been for us to go to Bascaradine and special order an item to increase the level cap. This is a quick templatable that rewards specialization in players' main classes which is currently lacking. Maybe a bit more specific language is needed, but this is a starting point.
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Re: Capstone Tier Ability Notes

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The Nottest of Daves wrote:
Aeromage wrote:Speaking of abilities, I recalled this conversation when getting Cael ready for an Indrasena-run:

(1:26:40 AM) Caelzeph: Gad! I have noticed an Interesting Thing
(1:26:48 AM) lordgadigan: Oho?
(1:26:59 AM) Caelzeph: (Which came about when I noticed the Tablets were Level 39, not 59)
(1:27:06 AM) Caelzeph: They have a Weapon aspect that's pretty unusual.
(1:27:13 AM) Caelzeph: Eternal Stylus of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Other: Quill, Light & Magic & Water, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 SPI, all spells cost wielder 720,000 less MP to cast
(1:27:19 AM) lordgadigan: Oh
(1:27:21 AM) Caelzeph: Note they have a Lethal Item aspect
(1:27:22 AM) lordgadigan: That is unusual
(1:27:29 AM) Caelzeph: Which is specifically not that one
(1:27:33 AM) lordgadigan: Hm
(1:27:43 AM) lordgadigan: I may be making a new subtype here, haha



It'd be interesting to see a Quill weapon-subtype-tree, especially as this is (and has been) part of the Tablets since the get-go, making it one of the first 'Other' Weapon-subtypes in the offing. Clearly the theme would involve messing with spells and casting in some fashion by giving discounts and perhaps adding effects and the like.

While I'd suggest 'Scribe' or some variant as the classname, there's an awful lot of classes with that in their names already. 'Author'? 'Editor'? 'Scrivener'? 'Writer'? 'Wordsmith'?
Or if we wanted to get a bit more esoteric, something like 'Epistolarian', 'Annalist' or 'Versifier'.

The Tablets' Aspect, for reference:
Eternal Stylus of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Other: Quill, Light & Magic & Water, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 SPI, all spells cost wielder 720,000 less MP to cast


Let me recommend the following:

Classname:
Scrivener

Attack Name:
<X> Scrawl

Elemental Attack Types:
Acid
Air
Darkness
Light
Magic
Physical
Psychic
Water
Knowledge (?)

Special Attacks:
Banishing (Greater)
Charming (Improved)
Dizzying (Improved)
Erasure (Greater)
Hexing (Improved)
Lazy (Improved)
Thirsty

Subtype Attacks:
Angel
Celestial
Daemon
Darkspawn
Demon
Deva
Devil
Elemental
Magic Being
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Re: Capstone Tier Ability Notes

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The Nottest of Daves wrote:Bumbling through the Subtype list, I remembered that this T1 Base Weapon class didn't have any abilities in the Ability Shop, nor any items in the Shop.

Suggestion wrote:Classname:
Operative (T1 Base Weapon: Drone)

Attack Name:
<X> Strike

Elemental Attack Types:
Air
Electrical
Energy
Physical
Technology

Special Attacks:
Armor-Piercing
Critical
Deft
Impairing

Subtype Attacks:
Aerial
Alien
Human
Humanoid
Machine
Robot



Example Drone for Review wrote:Bascaradine Missile Drone 'Peregrine'- (Weapon, Drone, Air & Technology, 647,000) +433 Ranged Attack, may deal 1 hit against 5 or 5 hits against 1 and deal 1/5th damage per hit, deals full damage to targets in the back row that are below level 20
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Re: Capstone Tier Ability Notes

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Aeromage wrote: One topic that's come up quite a few times, especially recently, are those most useful of abilities, Unified Knowledges. With them, it's possible to reach those coveted milestones with at least a little more ease (if not time; they still require investment abilities-wise to get to said milestones, and some of the trees on the 'other side' are rather involved to get into).

I've had a few ideas for Unifieds myself. First, though, let's look at the existing ones:

Unified Knowledge of Spears and Polearms
Unified Knowledge of Card Tricks and Card Magic
Unified Knowledge of Astral and Astral Magic
Unified Knowledge of Guns and Gunslinging
Unified Knowledge of Archery and Hunting
Unified Knowledge of Swordsmanship and Sword Arts
Unified Knowledge of Divine Magic and Astral Magic
Unified Knowledge of Spatial Magic and Gate Magic
Unified Knowledge of Elder Magic and Elder Symbols
Unified Knowledge of Space and Spatial Magic
Unified Knowledge of Spirits and Spirit Magic
Unified Knowledge of Elementals and Elemental Magic
Unified Knowledge of Undeath and Necromancy
Unified Knowledge of Golems and Golemcrafting
Unified Knowledge of Biomancy and Mad Science
Unified Knowledge of Shadows and Umbra
Unified Knowledge of Ice and Magic*
Unified Knowledge of Fire and Suns
Unified Knowledge of Darkness and Shadows
Unified Knowledge of Light and Hope*
Unified Knowledge of Light and Suns
Unified Knowledge of Blood and Blood Magic
Unified Knowledge of Will and Fire*
Unified Knowledge of Will and Suns*
Unified Knowledge of Light and Will*
Unified Knowledge of Evolution and Fire*
Unified Knowledge of Evolution and Suns*
Unified Knowledge of Light and Evolution*
Unified Knowledge of Void and Ethereal Magic
Unified Knowledge of Illusion and Illusion Magic

*These abilities were gained through Official Quests or otherwise exceptional circumstances and were noted as being highly atypical, as well as not being buyable in the Shop




From this, the following links between trees exist (discounting the presently-unique-to-single-character oddity-ones, and with bridging trees in the middle where existing. For example, with Light↔Solar Being↔Fire, one couldn't count Fire abilities as Light prerequisites unless one also had the Solar Being Unified Knowledges):

Biohorror↔Biomancy
Blood↔Blood Magic
Bow↔Archery
Card↔Arcanist Magic
Golem↔Golomancy
Gun↔Gunslinging
Illusion↔Illusion Magic
Spear↔Polearm
Sword↔Sword Arts
Spirit↔Spirit Magic
Elemental↔Elemental Magic
Undead↔Necromancy
Void↔Ethereal Magic

Astral↔Astral Magic↔Divine Magic (Reaching the Divine Magic end of this link requires two Experts, high-tier Phalerin-follower abilities, and Level 80. It's not going to be gettable through normal means)
Darkness↔Shadow Magic↔Umbral
Light↔Solar Being↔Fire
Spatial↔Spatial Magic↔Gate Magic









Next, I'll propose some Unified Knowledges I feel make 'sense', generally going off their subtype-description and trying not to cause linkages between more than two-three trees (which seems a sensible limit). I'll include existing links to other trees (where they exist) in brackets.

Aether↔Ethereal Magic(↔Void)
Transmutation↔Flesh (Animae could fit in with Transmutation, buuuut it doesn't exactly have a tree right now)
Summoner Magic↔Life↔Healer Magic (Water also has a connection to Healing, according to the blurb)
Instrument↔Bardic Music↔Dance (I considered Sonic in here, too, but that'd make a four-tree link, which would be rather too much. Sonic does note it links to Bard, though)
Dread Banking↔Commerce↔Merchant
Fist Weapons↔Unarmed Technique↔Ki (Ki specified it synergised with Monk. Fist Weapons seems a reasonable fit. I could also see Ninja linking up to Ki. Nunchaku also apparently link up to Combatant and Monk, but nobody has shown the slightest bit of interest in that weapon-type)
Leadership↔Nobility↔Wealth
Machine↔Steam↔Clockwork
Demon↔Demon Magic
Fortune↔Dice
Celestial↔Celestial Magic
Darkspawn↔Forbidden Magic
Divining↔Psychic↔Psychic Arts (The 'synergies with scanning' bit on Psychic. I could also see Knowledge working for a Divination-link)
Magic Being↔Magic↔Wizard Magic
Chef↔Candy↔Cook
Law↔Litigamancy (Possible other links: Apparently Air has 'synergies with Law'. Law is also noted to have 'synergies with Lawbringer and Lightbringer', or the Mace and Illuminated trees)
War↔War Magic
Beast↔Animal↔Reptile (Apparently Reptile has synergy with Beastmaster. Beast mentioned having Beastmaster synergy, too)
Technology↔Hypertech (There's also potential crossovers with a bunch of stuff according to the subtype-blurb, but that would result in a crazy amount of Unifieds and easy access to staggeringly high tiers of milestone abilities)
Crystal (2)↔Jeweler
Faith↔Divine Magic (There's that link-via-Astral Magic here, but as that required some pretty hefty prerequsites, I think it's safe to include this)
Fury↔Axe
Metal↔Hammer (According to Metal's description, anyway)
Nature↔Druid
Phantom↔(Illusion↔Illusion Magic)
Tacky↔Clothing
Acid↔Toxin
Void↔Elemental Magic
Warding↔Abjurer
Wood↔Plant
Flux↔Shapeshifter
Hax↔Coded Being
Water↔Aquatic↔Fish
Astral Being↔(Astral↔Astral Magic) (There's that Phalerin-thing again, though)
Earth↔Cthonian
Chaos↔Abstract
Humanoid↔Ancient↔Ancient Magic (Apparently Ancient syncs up with Warlord. Who knew?)
Knowledge↔Book
Knife↔Thief Arts
Enslaver↔Summoner Magic↔Keyring (This would butt up against the earlier Life-linked stuff, although it'd be nice to have something to make those upper echelons of Enslaver more reachable...)
Rider↔(Spear↔Polearm)
Stone↔Geomancy
Tool↔Large Structure
Toy↔Rune Magic

Good and Evil are also notably connected to the Good/Evil subtypes, but I figure any links will have to be through the element-trees themselves, and given how resistant they've been at allowing entry thus far... good luck.

Azoth↔Alchemy would be one, but given a certain DOCTOR is the driving force of that, it's something he'll likely need to develop himself.


Other random notes: Armour classes... really seem to be pretty neglected, on the whole. There's vast amounts of weapon subtypes and abilities, and huge numbers of elements, but very little in the way of armours. There also don't seem to be many ways they could link up with other trees, with the possible exception of Robe↔Diviner and the T1 nonbase armour classes' statements (all two of them).
The Nottest of Daves wrote: A few more Unifieds to consider:

Atomic↔Progress
or
Technology↔Atomic

Summoner Magic↔Outsider

Assault Matrix↔Technomancy(↔Bailartix)

MORE (perhaps) TO COME
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Celas wrote:A number of spellclasses are unable to reach namerank. In the interests of changing this, some suggestions for templatables:
Known Classes Than Cannot Reach Name:
Delver of the Forbidden
Diabolist
Force Mage
Technomancer
Litigamancer
Most Nonbase, for that matter


<Classname>'s Capacity I- (Passive Ability, <Classname>) Possessor gains 1 additional Spell Slot that may not be used for purposes other than carrying spells, may only carry <Spell type> Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Basic <Spell Type> Attunement
Cost: X Gold, Y Weeks

<Classname>'s Capacity II- (Passive Ability, <Classname>) Possessor gains 1 additional Spell Slot that may not be used for purposes other than carrying spells, may only carry <Spell type> Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Apprentice <Spell Type> Attunement
Cost: X Gold, Y Weeks

Perhaps some conversions?
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Requires: Basic Utility Spellcasting
Cost: 60,000 Gold, 2 Weeks

Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Requires: Basic Defensive Wizard Magic Casting, Apprentice Wizard Magic Attunement
Cost: 80,000 Gold, 2 Weeks

For reference:
Basic Knowledge of Defensive Runes- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Requires: Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks

so that seems pretty convertable, based on precedent. The latter's probably the way to go, really.

Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Requires: Basic Ritual Magic Attunement, Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks
Aeromage wrote:Other suggested templateables:

<Spell Type> Mana Efficiency I- (Passive Ability, <Classname>) Possessor's <Spell Type> spells cost 100 MP less to cast
Requires: Basic <Spell Type> Attunement
Cost: X Gold, Y Weeks

<Spell Type> Mana Efficiency II- (Passive Ability, <Classname>) Possessor's <Spell Type> spells cost 1,000 MP less to cast
Requires: Apprentice <Spell Type> Attunement, <Spell Type> Mana Efficiency I
Cost: X Gold, Y Weeks

<Spell Type> Mana Efficiency III- (Passive Ability, <Classname>) Possessor's <Spell Type> spells cost 10,000 MP less to cast
Requires: <Classname>, <Spell Type> Mana Efficiency II
Cost: X Gold, Y Weeks

<Spell Type> Mana Efficiency IV- (Passive Ability, <Classname>) Possessor's <Spell Type> spells cost 100,000 MP less to cast
Requires: Adept <Spell Type> Attunement, <Spell Type> Mana Efficiency III
Cost: X Gold, Y Weeks

and so on. Spells get pretty hugely costly later on down the line (looking at you, Illusion Magic) and you're getting heftier discounts as time goes on. Refining how efficient spells are/how well you can cast spells seems like it'd be a pretty solidly universal part of every spell tree.


Another potential avenue:

<Spell Type> Elemental Connection: <Element>- (Passive Ability, <Classname>) Possessor's <Spell Type> spells may gain the element <Element> in addition to their normal elements when cast
Requires: Apprentice <Spell Type> Attunement, Basic <Element> Synchronization
Cost: X Gold, Y Weeks

<Spell Type> Elemental Replacement: <Element>- (Passive Ability, <Classname>) Possessor's <Spell Type> spells may replace <one (or more?)> of their normal elements with the element <Element> when cast
Requires: Apprentice <Spell Type> Attunement, Apprentice <Element> Synchronization, <Spell Type> Elemental Connection: <Element>
Cost: X Gold, Y Weeks

<Spell Type> Elemental Override: <Element>- (Passive Ability, <Classname>) Possessor's <Spell Type> spells may become solely the element <Element> when cast
Requires: Apprentice <Spell Type> Attunement, Apprentice <Element> Synchronization, <Spell Type> Elemental Replacement: <Element>
Cost: X Gold, Y Weeks
Draconics wrote:Y'all gotta go deeper!

<Spell Type> Mana Efficiency V- (Passive Ability, <Classname>) Possessor's <Spell Type> spells cost 1,000,000 MP less to cast
Requires: Expert <Spell Type> Attunement, <Spell Type> Mana Efficiency IV
Cost: X Gold, Y Weeks

<Classname>'s Capacity III- (Passive Ability, <Classname>) Possessor gains 1 additional Spell Slot that may not be used for purposes other than carrying spells, may only carry <Spell type> Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: <Classname>, <Classname>'s Capacity II
Cost: X Gold, Y Weeks

<Classname>'s Capacity IV- (Passive Ability, <Classname>) Possessor gains 1 additional Spell Slot that may not be used for purposes other than carrying spells, may only carry <Spell type> Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept <Spell Type> Attunement, <Classname>'s Capacity III
Cost: X Gold, Y Weeks

<Classname>'s Capacity V- (Passive Ability, <Classname>) Possessor gains 1 additional Spell Slot that may not be used for purposes other than carrying spells, may only carry <Spell type> Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Expert <Spell Type> Attunement, <Classname>'s Capacity IV
Cost: X Gold, Y Weeks


Also, that efficiency tree is like the current <Spell Type> Casting one, but would be a streamlined version? Then the Casting one can stay like this (reductions are arbitrary):

<Spell Type> Casting III- (Passive Ability, <Classname>) <Spell Type> spells cost possessor 2,000 less MP to cast
Requires: Protection Magic Casting II, <Classname>, Focused <Spell Type> Casting
Cost: X Gold, Y Weeks

<Spell Type> Casting IV- (Passive Ability, <Classname>) <Spell Type> spells cost possessor 2,000 less MP to cast
Requires: Protection Magic Casting III
Cost: X Gold, Y Weeks

Hyper-Focused <Spell Type> Casting- (Passive Ability, <Classname>) <Spell Type> spells cost possessor 20,000 less MP to cast if the only subtype of spell possessor has equipped is <Spell Type>
Requires: <Spell Type> Casting IV, Adept <Spell Type> Attunement
Cost: 60,000 Gold, 2 Weeks

<Spell Type> Casting V- (Passive Ability, <Classname>) <Spell Type> spells cost possessor 20,000 less MP to cast
Requires: <Spell Type> Casting IV
Cost: X Gold, Y Weeks

<Spell Type> Casting VI- (Passive Ability, <Classname>) <Spell Type> spells cost possessor 200,000 less MP to cast
Requires: <Spell Type> Casting V, Expert <Spell Type> Attunement, Hyper-Focused <Spell Type> Casting
Cost: X Gold, Y Weeks


Also can widen the applications of the last set!:

<Spell Type> Expanded Elemental Connection: <Element>- Possessor's "<Spell Type> Elemental Connection: <Element>" action may also apply to Magical Attack, Melee Attack, and Ranged Attack Actions
Requires: <Classname>, <Spell Type> Elemental Connection: <Element>
Cost: X Gold, Y Weeks

<Spell Type> Expanded Elemental Replacement: <Element>- Possessor's "<Spell Type> Elemental Replacement: <Element>" action may also apply to Magical Attack, Melee Attack, and Ranged Attack Actions
Requires: <Classname>, <Spell Type> Elemental Replacement: <Element>
Cost: X Gold, Y Weeks

<Spell Type> Expanded Elemental Override: <Element>- Possessor's "<Spell Type> Elemental Override: <Element>" action may also apply to Magical Attack, Melee Attack, and Ranged Attack Actions
Requires: <Classname>, <Spell Type> Elemental Override: <Element>
Cost: X Gold, Y Weeks
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Modrageball
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Re: Capstone Tier Ability Notes

Post by Modrageball »

Celas wrote:Suggestion:
Elemental techniques, such as:
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Sword Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Slash, Apprentice Sword Training, Apprentice Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Slash, Swordsman, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Requires: Explosive Slash, Level 20
Cost: 500,000 Gold, 2 Weeks

Magma Slash- (Technique Ability, Swordsman) Possessor may use 'Magma Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Fire element, and gains '50% inflicts Burning'.
Requires: Burning Slash, Adept Sword Training, Adept Fire Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

gain "this ability counts as the class Blazing Sultan for prerequisite purposes" and other classnames.

Alternatively

Blazing Swordsman Training- (Passive Ability, Swordsman) Possessor counts as possessing 6 additional abilities for the class "Blazing Sultan", including for prerequisite purposes.
Requires: Magma Slash
Costs: Gold



Though, honestly, I'd emphasize the former over the latter, mod workload or not. Help make the Adept-tier Elementizing abilities that much more viable vs. requiring them to see that benefit. Regardless, there's precedent in Monk techniques and it could prevent needing to make piles of abilities to make each base Element viable for reaching Expert.

(also I'm fixing the templating glitch in explosive slash)
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

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
Approved, but both new abilities don't need Cosmic Ruler on them. Keep it on just Greater Command.
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

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!
I'm unclear on the degree of conflict here, but do the following if possible:

* Keep the old technique name style for it.
* Add any from that list that don't exist yet.
* Keep any existing ones that aren't on that list.

If that somehow isn't possible or there is some other issue with it, please let me know so I can revisit the specific problem.
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

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
Approved.
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