Ability Shop

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Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Darkspawn Can Sprout Dangerous Tentacles- (World Law, Herald of Lunacy) Darkspawn may, before their first action of each round, choose to have a (the Darkspawn's Level x 5)% chance of inflicting Paralyzed on up to (the Darkspawn's Level / 5, rounded up) targets, with this infliction chance counting as involving a Whip; A Darkspawn may choose, at the start of a round, to deal (its Level x 10,000) Flat Physical element Damage to any number of entities it has afflicted with Paralyzed
Requires: Herald of Lunacy, Dominator, Crusher, Biomancer, Transmuter
Additional Requirement: Task: Defeat a notable foe by grappling and crushing it with a tentacle
Cost: 5,000,000 Gold, 4 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Darkspawn Attract Cults- (World Law, Herald of Lunacy) Darkspawn may, at the start of each round, summon up to 20 Humans that are 5 or more Levels lower and fightable for drops on the Enemy List
Requires: Herald of Lunacy, Delver of the Forbidden, Priest, Warlock, Ritualist
Additional Requirement: Task: Set up cults of at least 30 members (at least one of whom must be unique in each) for 5 unique or notable-for-their-area Darkspawn
Cost: 5,000,000 Gold, 4 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Delver of the Forbidden (Unorthodox Style)- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal (Possessor's Level x 5,000) less Damage to possessor and have a (Possessor's Level)% less chance of inflicting minor negative status effects on possessor, this ability counts as 'Delver of the Forbidden' for prerequisite purposes and entities may treat it as though it possessed the name 'Delver of the Forbidden'
Requires: Apprentice Forbidden Magic Attunement, 10 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 4 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Has Read Forbidden Tomes- (Passive Ability, Delver of the Forbidden) +500 MIN, 30% Confusion Resistance
Requires: Apprentice Forbidden Magic Attunement, Scholar
Cost: 100,000 Gold, 3 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Darkspawn-Summoning Ritual-Corruption- (Passive Ability, Delver of the Forbidden) Whenever a Summoner Magic or Ritual Magic spell would allow the summoning of a non-specific Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Abstract, Daemon, Devil, or Demon from the Enemy List, possessor may instead summon a Darkspawn that would otherwise be allowed under the summoning's restrictions
Requires: Apprentice Forbidden Magic Attunement, Summoner, Ritualist
Cost: 100,000 Gold, 3 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Crazy Eyes- (Passive Ability, Delver of the Forbidden) When possessor scans an entity's stats, possessor has a 5% chance of inflicting Confusion: Fear on that entity
Requires: Basic Forbidden Magic Attunement
Cost: 10,000 Gold, 1 Week
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Re: Ability Shop

Post by Lord Gadigan »

Horrid Ululations- (Passive Ability, Delver of the Forbidden) Bardic Music spells cast by possessor increase the stats of Darkspawn by an additional 500 points as an effect that does not stack across multiple instances of the same spell that stacks 5 times across different spells
Requires: Apprentice Forbidden Magic Attunement, Bard, Ritualist, Herald of Lunacy
Cost: 100,000 Gold, 3 Weeks
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Mon Apr 19, 2021 11:22 pm Jonathan Durandal, Knight of the Atom! Starts training:

Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costs: 80,000 Gold (El will pay) and will finish on June 14, 2021
Time flies. These finished.

Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costs 60,000 Gold, Finishes on July 26, 2021
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Sat Jun 05, 2021 9:23 pm
Celas wrote: Sat May 08, 2021 5:38 pm
Celas wrote: Sat Apr 24, 2021 10:54 pm
Celas wrote: Sat Apr 10, 2021 10:25 pm Anathema begins training in real-time:

Track A:
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Track B:
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

to finish on Saturday, April 24, 2021
Those are done, she starts training

A:
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Requires: Basic Bow Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

B:
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Anathema has finished training
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
and
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

She starts training
A:
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Requires: Basic Bow Training
Cost: 20,000 Gold, 2 Weeks

Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Requires: Bow Wielding I
Cost: 60,000 Gold, 2 Weeks

B:
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Costs 160,000 Gold, Finishes on June 5, 2021
These Anathemabilities are done.

A:
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Requires: Level 60
Cost: 1,000,000,000 Gold, 2 Weeks


B:
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Requires: Basic Bow Training, 3 other Archer abilities
Cost: 125,000 Gold, 2 Weeks

June 19, El pays the gold cost.
Anathema Training done.

She Starts:

A:
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

B:
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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


Costs 240,000 Gold, Finishes on August 14, 2021

Also while she's at it, she uses 10 of her floating Deathless One Bonus Weeks to instantly learn

Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Requires: Deathless One, 50 other Deathless One Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Sun Jun 13, 2021 5:49 pm Celas starts training:

A:
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Requires: Level 60
Cost: 1,000,000,000 Gold, 2 Weeks

B:
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks

Finishes June 27, 2021
Celas's Current Training is done.

He starts:

A:
Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
Requires: Basic Subspace Architect Knowledge
Cost: 60,000 Gold, 2 Weeks

B:
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, Basic Subspace Architect Knowledge
Cost: 1,000,000 Gold, 2 Weeks

Costs 1,060,000 Gold, Finishes on 2021-07-11
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sat Mar 27, 2021 4:40 am snip
The above post is complete!

Lurky begins training:
~MAGEWRIGHT~ [8]
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks


~OTHER: RUNE MAGE~ [2]
Rune Maker- (Passive Ability, Other: Rune Mage) Possessor gains +20 to all stats for each Rune possessor has equipped
Requires: Basic Magewright Proficiency, Basic Rune Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Costing 1,000,000 Gold
TO COMPLETE IN 10 WEEKS ON 2021-10-03


This post, only, has been ~UPDATED~
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sun May 16, 2021 2:23 am snip for updates
Willoughby completes the Test of Time!

Willoughby begins training:
~COMMANDER~ [2]
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~COUNTESS OF POWER~ [2]
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~CRAFTER~ [2]
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~ENGINEER~ [2]
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~GEOMANCER~ [2]
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~HEIR OF THE FUTURE~ [2]
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~PRIEST~ [2]
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~SCIENTIST~ [2]
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~SMITH~ [2]
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~THUNDER CZAR~ [2]
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Costing Willoughby 200,000 Gold and taking 20 weeks

TO COMPLETE ON 2022-01-04


This post, only, has been ~UPDATED~
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sat Apr 10, 2021 1:24 am snip for updates
Enrica finishes that and starts fillin plan

Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 75,000,000 Gold, 5 Weeks

Dulcinea pays 75,000,000 Gold

TO COMPLETE IN 5 WEEKS ON 2021-10-26


This post, only, has been ~UPDATED~
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sat Apr 03, 2021 8:19 pm Ryuutarou's NEW TRAINING TRACK
~ALCHEMIST~ [4]
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Requires: Apprentice Alchemy Attunement, 10 other Alchemist abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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

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

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

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

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

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

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

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

Dulcinea loses
6,935,000 Gold
Ryuutarou finishes those and starts emergency fillin plan

Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Dulcinea pays 55,000 Gold

TO COMPLETE IN 3 WEEKS, ON 2021-10-12
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sun Jul 25, 2021 7:02 pm snip for updates
All of the above is completed!

NEW TRAINING

~BARD~ [25-20 = 5]
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Requires: Basic Bardic Music Attunement, 3 other Bard abilities
Cost: 125,000 Gold, 2 Weeks

Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks

Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Requires: Basic Bardic Music Attunement
Cost: 80,000 Gold, 2 Weeks

Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Requires: Sexy Wink, Sexy Voice, Sexy Dance Moves
Cost: 200,000 Gold, 2 Weeks

Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks

Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks

Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Basic Bardic Music Attunement
Cost: 70,000 Gold, 2 Weeks

Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Requires: Apprentice Bardic Music Attunement
Cost: 100,000 Gold, 3 Weeks


~DANCER~ [24-20 = 4]
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Requires: Basic Dance Attunement, 3 other Dancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dance Synchronization, 10 other Dancer abilities
Cost: 125,000 Gold, 4 Weeks

Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Requires: Basic Unarmed Technique Attunement, Good at Jumping
Cost: 100,000 Gold, 2 Weeks

Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Requires: Good at Footwork, 5 Base AGI
Cost: 100,000 Gold, 2 Weeks

Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Requires: Basic Dance Attunement
Cost: 60,000 Gold, 2 Weeks

Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 2 Weeks

Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Requires: Basic Dance Attunement
Cost: 70,000 Gold, 2 Weeks

Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Requires: Fast Footwork
Cost: 200,000 Gold, 2 Weeks


~DELVER OF THE FORBIDDEN~ [29-20 = 9]
Apprentice Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 250 less Damage to possessor and have a 5% less chance of inflicting minor negative status effects on possessor
Requires: Basic Forbidden Magic Attunement, 3 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 2 Weeks

Basic Forbidden Magic Attunement- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal 10 less Damage to possessor and have a 1% less chance of inflicting minor negative status effects on possessor
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bearer of an Eerie Mark- (Passive Ability, Delver of the Forbidden) Possessor gains 50% Stat Drain Resistance against the status effect Stat Drain from sources that are Darkspawn and Forbidden Magic spells
Requires: Basic Forbidden Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Crazy Eyes- (Passive Ability, Delver of the Forbidden) When possessor scans an entity's stats, possessor has a 5% chance of inflicting Confusion: Fear on that entity
Requires: Basic Forbidden Magic Attunement
Cost: 10,000 Gold, 1 Week

Darkspawn-Summoning Ritual-Corruption- (Passive Ability, Delver of the Forbidden) Whenever a Summoner Magic or Ritual Magic spell would allow the summoning of a non-specific Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Abstract, Daemon, Devil, or Demon from the Enemy List, possessor may instead summon a Darkspawn that would otherwise be allowed under the summoning's restrictions
Requires: Apprentice Forbidden Magic Attunement, Summoner, Ritualist
Cost: 100,000 Gold, 3 Weeks

Delver of the Forbidden- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Forbidden Magic spells that possessor casts deal (Possessor Level * 1,000) less Damage to possessor and have a (Possessor Level)% less chance of inflicting minor or moderate negative status effects on possessor
Requires: Apprentice Forbidden Magic Training, 10 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 4 Weeks

Delver of the Forbidden (Unorthodox Style)- (Passive Ability, Delver of the Forbidden) All Forbidden Magic spells deal (Possessor's Level x 5,000) less Damage to possessor and have a (Possessor's Level)% less chance of inflicting minor negative status effects on possessor, this ability counts as 'Delver of the Forbidden' for prerequisite purposes and entities may treat it as though it possessed the name 'Delver of the Forbidden'
Requires: Apprentice Forbidden Magic Attunement, 10 other Delver of the Forbidden abilities
Cost: 125,000 Gold, 4 Weeks

Enlightenment Through Lunacy- (Passive Ability, Delver of the Forbidden) Possessor gains +500 MIN and +250 SPI while afflicted with Confusion
Requires: Basic Forbidden Magic Attunement
Cost: 500,000 Gold, 2 Weeks

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

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

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

Has Read Forbidden Tomes- (Passive Ability, Delver of the Forbidden) +500 MIN, 30% Confusion Resistance
Requires: Apprentice Forbidden Magic Attunement, Scholar
Cost: 100,000 Gold, 3 Weeks


~ENCHANTER~ [24-20 = 4]
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: Basic Enchantment Attunement, 3 other Enchanter abilities
Cost: 125,000 Gold, 2 Weeks

Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

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

Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks

Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks

Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Cost: 300,000 Gold, 2 Weeks

Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence: Double
Cost: 300,000 Gold, 1 Week


~PRIEST~ [4]
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Apprentice Divine Magic Attunement, 10 other Priest abilities
Cost: 125,000 Gold, 4 Weeks


~SUMMONER~ [4]
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Requires: Apprentice Summoner Magic Attunement, 10 other Summoner abilities
Cost: 125,000 Gold, 4 Weeks


~WARLOCK~ [4]
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

Costing Dulcinea
60 Essence Sphere: Botanist (Bouncing off of Volatilis's Expert and Adept Wanderer, Crazy Roy's name-rank Delver of the Forbidden, Dulcinea's Bard and Enchanter, and MIRACLES' Dancer)
120 Purity

That Which Lurks pays:
6,850,000 Gold

That Which Lurks gains:
Has Consumed 5 Attunement Book: Bard
Has Consumed 5 Attunement Book: Dancer
Has Consumed 5 Attunement Book: Delver of the Forbidden
Has Consumed 5 Attunement Book: Enchanter

Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Delver of the Forbidden
Has Consumed 5 Improved Essence Sphere: Delver of the Forbidden
Has Consumed 5 Greater Essence Sphere: Delver of the Forbidden
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter

TO COMPLETE IN 34 WEEKS, ON 2022-05-31

SPECIAL NOTE: This training plan technically depends on Crazy Roy grabbing name-rank in Delver of the Forbidden within the next 25 weeks, but that should be happening.


This post, only, has been ~UPDATED~
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The Nottest of Daves
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Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Tue Sep 21, 2021 7:36 am
The Nottest of Daves wrote: Sat Apr 03, 2021 8:19 pm Ryuutarou's NEW TRAINING TRACK
~ALCHEMIST~ [4]
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Requires: Apprentice Alchemy Attunement, 10 other Alchemist abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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

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

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

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

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

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

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

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

Dulcinea loses
6,935,000 Gold
Ryuutarou finishes those and starts emergency fillin plan

Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Dulcinea pays 55,000 Gold

TO COMPLETE IN 3 WEEKS, ON 2021-10-12
The above is done! NEW TRAININGS
Adept Chef Proficiency- (Passive Ability, Chef) Whenever possessor uses the last charge of a Food or Drink consumable, possessor may, if it is In Stock in the Shop, immediately pay an amount of Gold equal to its cost in the Shop to fully restore its charges, or, if possessor possesses a Secret Formula to make it, may consume the ingredients to said Secret Formula to fully restore its charges
Requires: Chef, 50 other Chef Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Carousing Expert- (Passive Ability, Chef) Possessor gains 10% Poison: Drunk Resistance and 5% Confusion Resistance
Requires: Food Taster or Bartender
Cost: 200,000 Gold, 2 Weeks

Cook Animal- (Technique Ability, Chef) Possessor may use Cook Animal in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Animals that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks

Dishwasher- (Passive Ability, Chef) Once per round, when an individual unequips a Food or Drink consumable, possessor may remove a debuff from a Level 1 source from any one target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Requires: Bartender
Cost: 280,000 Gold, 2 Weeks

Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Requires: Food Taster
Cost: 130,000 Gold, 2 Weeks

Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks

Gourmand- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Requires: Apprentice Chef Training, Food Critic
Cost: 1,400,000 Gold, 2 Weeks

Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Requires: No prerequisites
Cost: 200,000 Gold, 1 Weeks

Iron Liver- (Passive Ability, Chef) Possessor gains 30% Poison: Drunk Resistance
Requires: Carousing Expert
Cost: 200,000 Gold, 2 Weeks

Knowledge of Advanced Techniques in Fast-Food Production- (Passive Ability, Chef) Possessor gains +100 to possessor's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus on rounds after rounds during which possessor trades or uses a Food consumable
Requires: Fast Food Vendor, Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Legendary Liver- (Passive Ability, Chef) Possessor gains 80% Poison: Drunk Resistance and becomes immune to infliction of Poison Drunk from sources below Level 20
Requires: Iron Liver, Base CON of 3 or higher
Cost: 500,000 Gold, 3 Weeks

Sauceur- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +100 to all stats when a Food consumable is next used on said target
Requires: Chef, Basic Saucemaking
Cost: 200,000 Gold, 2 Weeks

Sous Chef- (Passive Ability, Chef) Food consumables used by possessor's allies who possess that buff any stat do so by an additional 10 points per charge as an effect that stacks 40 times per target across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 70,000 Gold, 2 Weeks
Dulcinea pays 8,760,000 Gold

TO COMPLETE IN 42 WEEKS, ON 2022-08-02
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Snipped for updates
she begins the following:
New Track A wrote: ~ATTACK~ [6]
Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Craft- (Active Ability, Attack) User uses a secret formula.
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks


~FRIENDSHIP~ [6]
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Requires: 25 Fame, A Hint of Fame in the Arena
Cost: 25,000,000 Gold, 1 Week

A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Requires: 5 Fame, Battle Arena Member
Cost: 5,000,000 Gold, 1 Week

Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness'
Requires: Apprentice Light Synchronization, May not possess the ablity 'Rejection of Darkness'
Cost: 90,000 Gold, 2 Weeks

Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Requires: Apprentice Darkness Synchronization, May not possess the ablity 'Rejection of Light'
Cost: 90,000 Gold, 2 Weeks


~TECHNOMANCER~ [27-1 = 26] (15/15 available, for-sale abilities)
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

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

Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Requires: Magical Activation, Technological Activation
Cost: 5,000,000 Gold, 2 Weeks

Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

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

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

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

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks


~WIZARD~ [7]
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Requires: Basic Wizard Magic Attunement, Baisc Enchantment Attunement, Basic Sword Arts Attunement, Basic Combat Arts Attunement
Cost: 100,000 Gold, 2 Weeks

Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks


~OTHER: WAR MAGE~ [2]
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Requires: Theoretical Spellcaster, Combat Spellcasting, Theoretical Mage-Scientist, Arcane Weapon Charge, Scholar of Wars
Cost: 5,000,000 Gold, 2 Weeks



Costing Dulcinea
47,530,000 Gold
1 Technomancer Week

TO COMPLETE IN 47 WEEKS, ON 2022-09-09
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Her new track B also begins, but separately, because it is both very long and kind of messy
Track B- WOMAN IN A HAZMAT SUIT wrote: ~ELEMENTALIST~ [60]
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks


~JUSTICAR~ [10-1 = 9]
Celestial Calling II- (Passive Ability, Justicar) Possessor's Celestial summons gain +200 HP
Requires: Celestial Calling I
Cost: 40,000 Gold, 2 Weeks

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

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

Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Requires: Apprentice Justicar Knowledge, 10 other Justicar abilities
Cost: 125,000 Gold, 4 Weeks


~LIGHTBEARER~ [10-1 = 9]
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks

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

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

Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks


~PUPPET MASTER~ [10 Weeks]
Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Requires: Daemon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

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

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

Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Requires: Apprentice Puppet Master Knowledge, 10 other Puppet Master abilities
Cost: 125,000 Gold, 4 Weeks


~OTHER: ARCHSMITH OF METAL~ [2]
Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Metal
Cost: 50,000,000 Gold, 2 Weeks


~OTHER: GATEKEEPER~ [60]
Forged of the Crucible of Universes: Metacosmic Tokamak-Heart- (Passive Ability, Other: Gatekeeper) Possessor's base stats are increased by 3, Possessor ignores the Resistances, Immunities, Absorptions, and Reflections of lower-Level entities, Has RP effects when obtained
Requires: Outsider Traits, Gatekeeper, Infinity Designer, Thermonuclear Disciple, Wonderworker, Reality Arranger, Unbound Guru, High Judge, Hazmat Suit Proficiency
Cost: 2,000,000,000 Gold, 60 Weeks


~OTHER: HIGH JUDGE~ [81]
Apprentice Law Synchronization- (Passive Ability, High Judge) Possessor gains +50 to all stats for each Law element item equipped, Possessor's Law element pets and summons gain +250 to all stats
Requires: Basic Law Synchronization, 3 other High Judge abilities
Cost: 125,000 Gold, 2 Weeks

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

Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element
Requires: Knowledge of Esoteric Elements, Judge, Justicar, Puppet Master, Lightbearer, Lawbringer, Ordered Harmony
Cost: 100,000,000 Gold, 60 Weeks

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

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

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

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

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

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

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


~OTHER: LORD OF TREES~ [2]
Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Wood
Cost: 50,000,000 Gold, 2 Weeks


~OTHER: UNBOUND GURU~ [54]
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Requires: Basic Void Synchronization, 3 other Unbound Guru abilities
Cost: 125,000 Gold, 2 Weeks

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

Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Requires: Knowledge of Esoteric Elements, Basic Wood Synchronization, Basic Metal Synchronization, Aeromancer, Geomancer, Pyromancer, Hydromancer, Veilwalker, Monk
Cost: 50,000,000 Gold, 30 Weeks

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

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

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

Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks

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

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

Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Requires: Pyromancer, Teramancer, Aeromancer, Hydromancer, Detect Void, Control of Void
Cost: 5,000,000 Gold, 3 Weeks

Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Void Synchronization, 5 other Unbound Guru abilities
Cost: 400,000 Gold, 3 Weeks
Track B costs 2,261,655,000 Gold, 15 High Judge Weeks, 15 Unbound Guru Weeks, 1 Lightbearer Week, and 1 Justicar Week
and takes 257 Weeks to complete (4 years and 49 Weeks)

Dulcinea bounces High Judge Spheres 10-to-1 from Expert Spatial on Volatilis and Adept High Judge on Celas, costing 150 Essence Spheres
Dulcinea bounces Unbound Guru Spheres 5-to-1 from Expert Void on Celas, costing 75 Essence Spheres


Dulcinea gains:
Has Consumed 5 Essence Sphere: High Judge
Has Consumed 5 Improved Essence Sphere: High Judge
Has Consumed 5 Greater Essence Sphere: High Judge

Has Consumed 5 Essence Sphere: Unbound Guru
Has Consumed 5 Improved Essence Sphere: Unbound Guru
Has Consumed 5 Greater Essence Sphere: Unbound Guru


TO COMPLETE IN 257 WEEKS, ON 2026-09-18

Gold costs calculated and deducted.
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Tue Sep 21, 2021 7:27 am snip for updates
The chain continues!~
~COUNTESS OF POWER~ [8]
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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


~OTHER: SUPERHERO~ [15]
Focused Super Power Casting- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Super Power
Requires: Super Power Casting II, Apprentice Super Power Attunement
Cost: 60,000 Gold, 2 Weeks

Project Energy Force Field- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Defense
Requires: Energy Projection, Defenses that Utilize Energy
Cost: 5,000,000 Gold, 2 Weeks

Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect
Requires: Project Energy Force Field
Cost: 5,000,000 Gold, 2 Weeks

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

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

Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Requires: Apprentice Super Power Attunement, 10 other Superhero abilities
Cost: 100,000,000 Gold, 5 Weeks
TO COMPLETE ON 2022-04-09

Costing Dulcinea 110,610,000 Gold


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

Re: Ability Shop

Post by Celas »

Celas wrote: Wed May 19, 2021 5:56 pm
Celas wrote: Thu Apr 22, 2021 1:58 am The Maestro begins training in real-time:

Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Which will finish on May 19, 2021
These are done!

The Maestro begins:
Name: 'Fourth Holy Imperial Challenge of Power: Test of Hours'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Spend 24 weeks in the ability shop (these weeks must be specifically devoted towards completing this task, bonus weeks may be used)

Description:
This is the fourth of twelve tasks required to obtain a Holy Imperial Seal of Power.

Reward:

Items-
1/12 Holy Imperial Seal of Power

Awards-
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
This will finish on 2021-11-03
Hey, this finished. Wheeeee.
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