Capstone Tier Ability Notes

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Lord Gadigan
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Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +250 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +250 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +250 Ranged Attack, All Super Power spells cost possessor 250 less MP to cast, Possessor gains +100 to all unmodified stats
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 50,000,000 Gold, 2 Weeks
Formally rejected.

Thank you for trying. What you made would make sense following the patterns of what was presented, but it doesn't follow patterns.

Since this has gotten a specific request for attention and is a single ability. I'll work on a version of it.
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
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Re: Capstone Tier Ability Notes

Post by The Nottest of Daves »

Filled Template Abilities for Combatant
Requesting Approval

Code Punch- (Technique Ability, Combatant) Possessor may use 'Code Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Fist equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Fist Weapon Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Deletion Punch- (Technique Ability, Combatant) Possessor may use 'Deletion Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Punch, Apprentice Fist Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Cluster Punch- (Technique Ability, Combatant) Possessor may use 'Cluster Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Deletion Punch, Combatant, Heir to the Future
Cost: 500,000 Gold, 2 Weeks

Zero Punch- (Technique Ability, Combatant) Possessor may use 'Zero Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Punch- (Technique Ability, Combatant) Possessor may use 'Hyperadvanced Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter’.
Requires: Zero Punch, Adept Fist Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Flame Punch- (Technique Ability, Combatant) Possessor may use 'Flame Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Fist Weapon Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Explosive Punch- (Technique Ability, Combatant) Possessor may use 'Explosive Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon 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 Punch, Combatant, Blazing Sultan
Cost: 500,000 Gold, 2 Weeks

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

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


Bubble Punch- (Technique Ability, Combatant) Possessor may use 'Bubble Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Requires: Basic Fist Weapon Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Inundating Punch- (Technique Ability, Combatant) Possessor may use 'Inundating Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Punch, Apprentice Fist Weapon Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Wave Punch- (Technique Ability, Combatant) Possessor may use 'Wave Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Inundating Punch, Combatant, Ocean Prince
Cost: 500,000 Gold, 2 Weeks

Fountain Punch- (Technique Ability, Combatant) Possessor may use 'Fountain Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Tsunami Punch- (Technique Ability, Combatant) Possessor may use 'Tsunami Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning’.
Requires: Fountain Punch, Adept Fist Weapon Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Stone Punch- (Technique Ability, Combatant) Possessor may use 'Stone Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Requires: Basic Fist Weapon Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rockslide Punch- (Technique Ability, Combatant) Possessor may use 'Rockslide Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Punch, Apprentice Fist Weapon Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Punch- (Technique Ability, Combatant) Possessor may use 'Rumbling Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Rockslide Punch, Combatant, Mountain King
Cost: 500,000 Gold, 2 Weeks

Rock Punch- (Technique Ability, Combatant) Possessor may use 'Rock Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Avalanche Punch- (Technique Ability, Combatant) Possessor may use 'Avalanche Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed’.
Requires: Rock Punch, Adept Fist Weapon Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Wind Punch- (Technique Ability, Combatant) Possessor may use 'Wind Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Fist Weapon Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Breathless Punch- (Technique Ability, Combatant) Possessor may use 'Breathless Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Punch, Apprentice Fist Weapon Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Gale Punch- (Technique Ability, Combatant) Possessor may use 'Gale Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Breathless Punch, Combatant, Wind Duke
Cost: 500,000 Gold, 2 Weeks

Blustering Punch- (Technique Ability, Combatant) Possessor may use 'Blustering Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Hurricane Punch- (Technique Ability, Combatant) Possessor may use 'Hurricane Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation’.
Requires: Blustering Punch, Adept Fist Weapon Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Bright Punch- (Technique Ability, Combatant) Possessor may use 'Bright Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Fist Weapon Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Awesome Punch- (Technique Ability, Combatant) Possessor may use 'Awesome Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Punch, Apprentice Fist Weapon Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Shining Punch- (Technique Ability, Combatant) Possessor may use 'Shining Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Awesome Punch, Combatant, Radiant Hierophant
Cost: 500,000 Gold, 2 Weeks

Glowing Punch- (Technique Ability, Combatant) Possessor may use 'Glowing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Corona Punch- (Technique Ability, Combatant) Possessor may use 'Corona Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck’.
Requires: Glowing Punch, Adept Fist Weapon Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Shadow Punch- (Technique Ability, Combatant) Possessor may use 'Shadow Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Fist Weapon Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Night Punch- (Technique Ability, Combatant) Possessor may use 'Night Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Umbral Punch, Combatant, Ebon Chancellor
Cost: 500,000 Gold, 2 Weeks

Black Punch- (Technique Ability, Combatant) Possessor may use 'Black Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Void Punch- (Technique Ability, Combatant) Possessor may use 'Void Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck’.
Requires: Black Punch, Adept Fist Weapon Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Bolt Punch- (Technique Ability, Combatant) Possessor may use 'Bolt Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Requires: Basic Fist Weapon Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Current Punch- (Technique Ability, Combatant) Possessor may use 'Current Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Punch, Apprentice Fist Weapon Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Blitz Punch- (Technique Ability, Combatant) Possessor may use 'Blitz Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Current Punch, Combatant, Thunder Czar
Cost: 500,000 Gold, 2 Weeks

Lightning Punch- (Technique Ability, Combatant) Possessor may use 'Lightning Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Punch- (Technique Ability, Combatant) Possessor may use 'Gigawatt Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted’.
Requires: Lightning Punch, Adept Fist Weapon Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Caustic Punch- (Technique Ability, Combatant) Possessor may use 'Caustic Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Acid element.
Requires: Basic Fist Weapon Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Punch- (Technique Ability, Combatant) Possessor may use 'Dissolution Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Punch, Apprentice Fist Weapon Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Erosion Punch- (Technique Ability, Combatant) Possessor may use 'Erosion Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dissolution Punch, Combatant, Caliph of Corrosion
Cost: 500,000 Gold, 2 Weeks

Acidic Punch- (Technique Ability, Combatant) Possessor may use 'Acidic Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Punch- (Technique Ability, Combatant) Possessor may use 'Hypersolvent Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Acid element, and gains '50% inflicts Dissolving’.
Requires: Acidic Punch, Adept Fist Weapon Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Pulse Punch- (Technique Ability, Combatant) Possessor may use 'Pulse Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Energy element.
Requires: Basic Fist Weapon Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Unstable Punch- (Technique Ability, Combatant) Possessor may use 'Unstable Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Punch, Apprentice Fist Weapon Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Burst Punch- (Technique Ability, Combatant) Possessor may use 'Burst Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Unstable Punch, Combatant, Countess of Power
Cost: 500,000 Gold, 2 Weeks

Energized Punch- (Technique Ability, Combatant) Possessor may use 'Energized Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Overwhelming Punch- (Technique Ability, Combatant) Possessor may use 'Overwhelming Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Energy element, and gains '50% inflicts Overload’.
Requires: Energized Punch, Adept Fist Weapon Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Frost Punch- (Technique Ability, Combatant) Possessor may use 'Frost Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Fist Weapon Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frigid Punch- (Technique Ability, Combatant) Possessor may use 'Frigid Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Punch, Apprentice Fist Weapon Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Sleeting Punch- (Technique Ability, Combatant) Possessor may use 'Sleeting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Frigid Punch, Combatant, Snow Queen
Cost: 500,000 Gold, 2 Weeks

Frozen Punch- (Technique Ability, Combatant) Possessor may use 'Frozen Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Blizzard Punch- (Technique Ability, Combatant) Possessor may use 'Blizzard Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen’.
Requires: Frozen Punch, Adept Fist Weapon Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Impact Punch- (Technique Ability, Combatant) Possessor may use 'Impact Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Fist Weapon Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dicing Punch- (Technique Ability, Combatant) Possessor may use 'Dicing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Punch, Apprentice Fist Weapon Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Sweeping Punch- (Technique Ability, Combatant) Possessor may use 'Sweeping Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dicing Punch, Combatant, Kinetic Emperor
Cost: 500,000 Gold, 2 Weeks

Strong Punch- (Technique Ability, Combatant) Possessor may use 'Strong Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Destroyer Punch- (Technique Ability, Combatant) Possessor may use 'Destroyer Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded’.
Requires: Strong Punch, Adept Fist Weapon Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Enchanted Punch- (Technique Ability, Combatant) Possessor may use 'Enchanted Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Requires: Basic Fist Weapon Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Punch- (Technique Ability, Combatant) Possessor may use 'Enchanting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Punch, Apprentice Fist Weapon Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Sorcerous Punch- (Technique Ability, Combatant) Possessor may use 'Sorcerous Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Enchanting Punch, Combatant, Arcane Vizier
Cost: 500,000 Gold, 2 Weeks

Magical Punch- (Technique Ability, Combatant) Possessor may use 'Magical Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Arcane Punch- (Technique Ability, Combatant) Possessor may use 'Arcane Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted’.
Requires: Magical Punch, Adept Fist Weapon Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks


Thought Punch- (Technique Ability, Combatant) Possessor may use 'Thought Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Fist Weapon Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindblowing Punch- (Technique Ability, Combatant) Possessor may use 'Mindblowing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Punch, Apprentice Fist Weapon Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Punch- (Technique Ability, Combatant) Possessor may use 'Brainwave Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Mindblowing Punch, Combatant, Mind Lord
Cost: 500,000 Gold, 2 Weeks

Psi Punch- (Technique Ability, Combatant) Possessor may use 'Psi Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Punch, Level 20
Cost: 500,000 Gold, 2 Weeks

Mindwipe Punch- (Technique Ability, Combatant) Possessor may use 'Mindwipe Punch’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted’.
Requires: Psi Punch, Adept Fist Weapon Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks



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

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

Aerial-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Aerial-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Alien-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Alien-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Animal-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Animal-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Aquatic-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Aquatic-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Bio-Horror-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Bio-Horror-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Bio-Horror-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Bio-Horror-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Cthonian-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Cthonian-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Darkspawn-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Darkspawn-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Darkspawns and gains +25% Critical against Darkspawns, gains +5% To Hit against Darkspawns, and gains 5% inflicts Instant Death against Darkspawns.
Requires: Darkspawn-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Demon-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Demon-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Demons and gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Requires: Demon-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Devil-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Devil-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Devils and gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Requires: Devil-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Dragon-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Dragon-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Fae-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Fae-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Faes and gains +25% Critical against Faes, gains +5% To Hit against Faes, and gains 5% inflicts Instant Death against Faes.
Requires: Fae-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Golem-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Golem-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Horror-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Horror-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Human-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Human-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Humanoid-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Humanoid-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Insect-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Insect-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Machine-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Machine-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Monster-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Monster-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Plant-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Plant-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Robot-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Robot-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Shapeshifter-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Shapeshifter-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Spirit-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Spirit-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

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

Undead-Slaying Punch- (Technique Ability, Combatant) Possessor may use 'Undead-Slaying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1000 Melee Attack against Undeads and gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Requires: Undead-Bane Punch, Adept Fist Weapon Training, Level 40
Cost: 300,000 Gold, 2 Weeks



Armor-Piercing Punch- (Technique Ability, Combatant) Possessor may use 'Armor-Piercing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack pierces 200 Defense.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Bloody Punch- (Technique Ability, Combatant) Possessor may use 'Bloody Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Punch
Cost: 300,000 Gold, 2 Weeks

Crisis Punch- (Technique Ability, Combatant) Possessor may use 'Crisis Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Fist Weapon equipped. Said attack gains +1,000 Melee Attack.
Requires: Fist Weapon Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Deft Punch- (Technique Ability, Combatant) Possessor may use 'Deft Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% To Hit.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Dizzying Punch- (Technique Ability, Combatant) Possessor may use 'Dizzying Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

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

Gravity Punch- (Technique Ability, Combatant) Possessor may use 'Gravity Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Fist Weapon Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Maiming Punch- (Technique Ability, Combatant) Possessor may use 'Maiming Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Punch
Cost: 300,000 Gold, 2 Weeks

Surprise Punch- (Technique Ability, Combatant) Possessor may use 'Surprise Punch' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +1,000 Melee Attack and Magical Attack against targets that have not yet acted.
Requires: Unexpected Punch, Level 30
Cost: 300,000 Gold, 2 Weeks

Unexpected Punch- (Technique Ability, Combatant) Possessor may use 'Unexpected Punch' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +500 Melee Attack and Magical Attack against targets that have not yet acted.
Requires: Fist Weapon Wielding III
Cost: 300,000 Gold, 2 Weeks

Wind-Up Punch- (Technique Ability, Combatant) Possessor may use 'Wind-Up Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +300 Melee Attack and is delayed for 1 round.
Requires: Fist Weapon Wielding III
Cost: 8,000,000 Gold, 2 Weeks



Accurate Fist Weapon Use- (Passive Ability, Combatant) Possessor gains +1% To Hit when a Fist Weapon is equipped
Requires: Fist Weapon Wielding III, Punch Mastery
Cost: 2,500,000 Gold, 2 Weeks

Dangerous Fist Weapon Use- (Passive Ability, Combatant) Possessor gains +1% Critical when a Fist Weapon is equipped
Requires: Fist Weapon Wielding III, Punch Mastery
Cost: 2,500,000 Gold, 2 Weeks

Fist Weapon Wielding III- (Passive Ability, Combatant) Possessor gains +200 to all stats when a Fist Weapon is equipped and +200 Melee Attack when a Fist Weapon is equipped
Requires: Fist Weapon Wielding II, Combatant
Cost: 100,000 Gold, 2 Weeks

Hard to Disarm With a Fist Weapon- (Passive Ability, Combatant) Individuals below Level 20 may not unequip or steal possessor's equipped Fist Weapons without possessor's permission
Requires: Fist Weapon Wielding III
Cost: 50,000 Gold, 2 Weeks

Punch Mastery- (Passive Ability, Combatant) Technique Abilities from the Combatant class whose name includes 'Punch' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Combatant abilities that are Techniques whose name contains 'Punch'
Cost: 5,000,000 Gold, 5 Weeks
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

Combatant set from that last post is approved.
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Re: Capstone Tier Ability Notes

Post by The Nottest of Daves »

Theorizing Templates!


Considering the existence of these Astromancer abilities,
Widen Astral Magic I- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 100 additional targets.
Requires: Astral Magic Casting II
Cost: 500,000 Gold, 2 Weeks

Widen Astral Magic II- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 10,000 additional targets.
Requires: Widen Astral Magic I, Focused Astral Magic Casting, Astromancer
Cost: 5,000,000 Gold, 2 Weeks

Widen Astral Magic III- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 1,000,000 additional targets.
Requires: Widen Astral Magic II, Adept Astral Magic Attunement
Cost: 80,000,000 Gold, 2 Weeks

I suggest the following templates be extended to all T1 and T2 spell classes:
Templates wrote: Widen <Spell Type> I- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that are able to target at least 10 targets may target 100 additional targets.
Requires: <Spell Type> Casting II
Cost: 500,000 Gold, 2 Weeks

Widen <Spell Type> II- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that are able to target at least 10 targets may target 10,000 additional targets.
Requires: Widen <Spell Type> I, Focused <Spell Type> Casting, <Spell Class>
Cost: 5,000,000 Gold, 2 Weeks

Widen <Spell Type> III- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that are able to target at least 10 targets may target 1,000,000 additional targets.
Requires: Widen <Spell Type> II, Adept <Spell Type> Attunement
Cost: 80,000,000 Gold, 2 Weeks

Inspired by the Widen ability tree above, a few more ideas have come to mind:
Delayed <Spell Type> I- (Technique Ability, <Spell Class>) Possessor may use 'Delayed <Spell Type> I' in conjunction with a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action so long as no other technique is used and possessor casts a <Spell Type> spell as part of said action. Said action is delayed for 1 round.
Requires: <Spell Type> Casting II
Cost: 500,000 Gold, 2 Weeks

Delayed <Spell Type> II- (Technique Ability, <Spell Class>) Possessor may use 'Delayed <Spell Type> II' in conjunction with a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action so long as no other technique is used and possessor casts a <Spell Type> spell as part of said action. Said action is delayed for up to 5 rounds.
Requires: Delayed <Spell Type> I, Focused <Spell Type> Casting, <Spell Class>
Cost: 5,000,000 Gold, 2 Weeks

Delayed <Spell Type> III- (Technique Ability, <Spell Class>) Possessor may use 'Delayed <Spell Type> III' in conjunction with a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action so long as no other technique is used and possessor casts a <Spell Type> spell as part of said action. Said action is delayed for up to 10 rounds.
Requires: Delayed <Spell Type> II, Adept <Spell Type> Attunement
Cost: 80,000,000 Gold, 2 Weeks

Extend <Spell Type> I- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that have a natural duration of at least 5 rounds or that create buffs or debuffs with a natural duration of at least 5 rounds may extend the durations of those associated effects by 5 additional rounds
Requires: <Spell Type> Casting II
Cost: 500,000 Gold, 2 Weeks

Extend <Spell Type> II- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that have a natural duration of at least 5 rounds or that create buffs or debuffs with a natural duration of at least 5 rounds may extend the durations of those associated effects by 10 additional rounds
Requires: Extend <Spell Type> I, Focused <Spell Type> Casting, <Spell Class>
Cost: 5,000,000 Gold, 2 Weeks

Extend <Spell Type> III- (Passive Ability, <Spell Class>) <Spell Type> spells cast by possessor that have a natural duration of at least 5 rounds or that create buffs or debuffs with a natural duration of at least 5 rounds may extend the durations of those associated effects by 20 additional rounds
Requires: Extend <Spell Type> II, Adept <Spell Type> Attunement
Cost: 80,000,000 Gold, 2 Weeks
Specific numbers may need tweaking to match appropriate power levels.
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Re: Capstone Tier Ability Notes

Post by Aeromage »

We really do need some more spell-class abilities to help make reaching those higher milestones possible.
In a similar vein, as Wizard Magic is basically the ur-magic type, here's some more potential-templates derived from its in-stock abilities (that haven't been proposed before). I don't expect every magic subtype would be compatible with them, so a mix and match approach might be needed (much like each weapon type having only certain anti-subtype abilities or certain status-infliction abilities):


Wizard Magic has Element-specific abilities! This seems like it could be templatable, especially for the more elementally-inclined spell-types.

Increased <Element> Impact- (Passive Ability, Wizard) Possessor's <Element>-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against <Element>' values
Requires: Powerful Casting, Apprentice <Element> Synchronization
Cost: 60,000 Gold, 2 Weeks

<Element>-Infused Spell- (Technique Ability, Wizard) Possessor may use '<Element>-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element <Element> during said action.
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Extrapolated wrote: Increased <Spell Type> <Element> Impact- (Passive Ability, <Spell Class>) Possessor's <Element>-element 'Magical Attack' actions involving a <Spell Type> spell deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against <Element>' values
Requires: Powerful <Spell Type> Casting, Apprentice <Element> Synchronization
Cost: 60,000 Gold, 2 Weeks

<Element>-Infused <Spell Type> Spell- (Technique Ability, <Spell Class>) Possessor may use '<Element>-Infused <Spell Type> Spell' in conjunction with a 'Magical Attack' action so long as a <Spell Type> spell is cast as part of said action and no other technique is used. All <Spell Type> spells cast by this technique's user as part of said action gain the element <Element> during said action.
Requires: Basic <Spell Type> Attunement
Cost: 50,000 Gold, 2 Weeks

Wizard Magic variants can drop the <Spell Type> in the ability name, have Powerful Casting as the prerequisite with the Apprentice element synch, and drop the 'involving a <Spell Type spell' part.
Powerful <Spell Type> casting could be subbed out for the Wizard Magic version if you feel a class-specific Powerful Casting variant isn't appropriate.

Wizard Magic also has a Weapon-specific abilities! These could also be templatable.

<Weapon>-Based <Spell Type> Spellcasting- (Passive Ability, <Spell Class>) Possessor gains +200 Magical Attack, +50 MIN, and +50 SPI for the purposes of casting <Spell Type> spells if possessor has a <Weapon> equipped
Requires: Apprentice <Spell Type> Attunement, Apprentice <Weapon> Training
Cost: 150,000 Gold, 2 Weeks
Extrapolated wrote: <Armor>-Based <Spell Type> Spellcasting- (Passive Ability, <Spell Class>) Possessor gains +200 Magical Attack, +50 MIN, and +50 SPI for the purposes of casting <Spell Type> spells if possessor has a <Armor> equipped
Requires: Apprentice <Spell Type> Attunement, Apprentice <Armor> Training
Cost: 150,000 Gold, 2 Weeks

<Accessory>-Based <Spell Type> Spellcasting- (Passive Ability, <Spell Class>) Possessor gains +200 Magical Attack, +50 MIN, and +50 SPI for the purposes of casting <Spell Type> spells if possessor has a <Accessory> equipped
Requires: Apprentice <Spell Type> Attunement, Apprentice <Weapon> Training
Cost: 150,000 Gold, 2 Weeks

Wizard Magic variants can drop the <Spell Type> in the name and 'for the purposes of casting <Spell Type> spells' in the text. Some spell types might instead get bonuses to Ranged or Melee (and different stats) depending. I could see Gunslinging, for example, getting a Ranged Attack bonus and an AGI bonus instead.


Improved Magical <Spell Type> Offense- (Passive Ability, <Spell Class>) Possessor gains +500 Magical Attack if possessor has a <Spell Type> spell equipped
Requires: Maximal Casting, Piercing Casting, <Spell Class>
Cost: 600,000 Gold, 2 Weeks
Note: These could either require a spell-class-specific version of Maximal Casting and Piercing Casting, or could just require having the Wizard Magic abilities in question as a 'you have enough grounding in the generalised, original magic-class to be able to extend it to other classes'. I'll add alt-class variants for Maximal and Piercing Casting below anyway, just in case.
Extrapolated wrote:Improved Melee <Spell Type> Offense- (Passive Ability, <Spell Class>) Possessor gains +500 Melee Attack if possessor has a <Spell Type> spell equipped
Requires: Maximal Casting, Piercing Casting, <Spell Class>
Cost: 600,000 Gold, 2 Weeks

Improved Ranged <Spell Type> Offense- (Passive Ability, <Spell Class>) Possessor gains +500 Ranged Attack if possessor has a <Spell Type> spell equipped
Requires: Maximal Casting, Piercing Casting, <Spell Class>
Cost: 600,000 Gold, 2 Weeks

Wizard Magic variants can drop the <Spell Type> part of the name.
The templated Maximal/Piercing/Powerful Casting abilities. If you feel it might be a bit much for spell classes to have these just from investing only in the spell class in question, it might be a good idea to have them also require the Wizard Magic equivalent as a prerequisite as well.

Maximal <Spell Type> Casting- (Technique Ability, <Spell Class>) Possessor may use Maximal <Spell Type> Casting in conjunction with a 'Magical Attack' action involving a <Spell Type> spell, so long as no other technique is used and possessor has a <Spell Type> Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Requires: Powerful <Spell Type> Casting, <Spell Class>
Cost: 700,000 Gold, 4 Weeks

Piercing <Spell Type> Casting- (Technique Ability, <Spell Class>) Possessor may use Piercing <Spell Type> Casting in conjunction with a 'Magical Attack' action involving a <Spell Type> spell, so long as no other technique is used and possessor has a <Spell Type> Spell equipped. Said attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Requires: Apprentice <Spell Type> Attunement
Cost: 1,000,000 Gold, 4 Weeks

Powerful <Spell Type> Casting- (Technique Ability, <Spell Class>) Possessor may use Powerful <Spell Type> Casting in conjunction with a 'Magical Attack' action involving a <Spell Type> spell, so long as no other technique is used and possessor has a <Spell Type> Spell equipped. Said attack gains +150 Magical Attack.
Requires: Apprentice <Spell Type> Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

Post by The Nottest of Daves »

[22:44] Celas:
Stone "<X> Detonation"
Flame
Frost
Bolt
Shadow
Bright
Pulse
Stone
Critical
[22:44] Celas: Fire Ice Electric Darkness Light Technology Earth
[22:49] Gadigan: Add the other base elements, please
[22:49] Gadigan: And quote this there
[22:49] Gadigan: So we have a reference for my saying that
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

Member of the Knights Inviolable- (Passive Ability, Friendship) Possessor gains # Ward Crafter Bonus Weeks per Month
Not For Sale
Got asked about.

Denied on the grounds that I don't want it somehow getting smuggled into combos or traded or something else funky happening with it - there might be a way to get a BA member to share Friendships of an ally and then that could get a combo made while sharing the Knight power. If it's mechanically an ability rather than part of the PC-template, it becomes more manipulable than is intended - sort of how multiple things that weren't entirely concieved of as buffs on Darston's build ended up mechanically being buffs and that having a notable mechanical impact on battle.

I'm okay with stat blocks getting some sort of note in there to track better, though, if needed.
bonus weeks over time for its element
Let's make that 1 Week per month per Order if below Level 20. 2 per month per Order if 20-39. 3 per month per Order if 40-59. 4 per month per Order if 60-79. 5 per month per Order if 80-99.
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Re: Capstone Tier Ability Notes

Post by Draconics »

Expert Scythe Training- (Passive Ability, Reaper) The Melee Attack bonus granted by up to one Scythe weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that was an Scythe)
Requires: Adept Scythe Training, 100 other Reaper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY
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Re: Capstone Tier Ability Notes

Post by Lord Gadigan »

Expert Scythe Training approved.
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Re: Capstone Tier Ability Notes

Post by Aeromage »

Weapon Ability Templates

Draconics did a great job in gathering all the various weapon template-types together, but I thought we might need a kind of ability meta-template for all those new weapon types we have, for ease of Find-And-Replace shenanigans.

Elemental Abilities

These follow the progression of Basic, Status-Effect-Inflicting, AOE, 20+ Requirement, 40+ Requirement.

Meta-Template
<BASIC> <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<BASIC> <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +100 <ATTACK TYPE> Attack and becomes solely <ELEMENT> element.
Requires: Basic <WEAPON> Training, Basic <ELEMENT> Synchronization
Cost: 300,000 Gold, 2 Weeks

<STATUS> <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<STATUS> <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +200 <ATTACK TYPE> Attack, becomes solely <ELEMENT> element, and gains '15% inflicts <MODERATE>'.
Requires: <BASIC> <TECHNIQUE>, Apprentice <WEAPON> Training, Apprentice <ELEMENT> Synchronization
Cost: 300,000 Gold, 2 Weeks

<AOE> <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<AOE> <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +300 <ATTACK TYPE> Attack, becomes solely <ELEMENT> element, and gains '15% inflicts <MODERATE>', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: <STATUS> <TECHNIQUE>, <WEAPON CLASSNAME>, <ELEMENT CLASSNAME>
Cost: 300,000 Gold, 2 Weeks

<20+> <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<20+> <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +500 <ATTACK TYPE> Attack, becomes solely <ELEMENT> element, and gains '30% inflicts <MODERATE>'.
Requires: <AOE> <TECHNIQUE>, Level 20
Cost: 500,000 Gold, 2 Weeks

<40+> <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<40+> <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +2,500 <ATTACK TYPE> Attack, becomes solely <ELEMENT> element, and gains '50% inflicts <MODERATE>'.
Requires: <20+> <TECHNIQUE>, Adept <WEAPON> Training, Adept <ELEMENT> Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks
Existing: Base

Acid
Basic: Caustic
Status: Dissolution
AOE: Erosion
20+: Acidic
40+: Hypersolvent
Air
Basic: Wind
Status: Breathless
AOE: Gale
20+: Blustering
40+: Hurricane
Darkness
Basic: Shadow
Status: Umbral
AOE: Night
20+: Black
40+: Void
Earth
Basic: Stone
Status: Rockslide
AOE: Rumbling
20+: Rock
40+: Avalanche
Electrical
Basic: Bolt
Status: Current
AOE: Blitz
20+: Lightning
40+: Gigawatt
Energy
Basic: Pulse
Status: Unstable
AOE: Burst
20+: Energized
40+: Overwhelming
Fire
Basic: Flame
Status: Ignition
AOE: Explosive
20+: Burning
40+: Magma
Hope
Basic: Cheery
Status: Zealous
AOE: Eminent
20+: Hopeful
40+: Fanatical
Ice
Basic: Frost
Status: Frigid
AOE: Sleeting
20+: Frozen
40+: Blizzard
Light
Basic: Bright
Status: Awesome
AOE: Shining
20+: Glowing
40+: Corona


Magic
Basic: Enchanted
Status: Enchanting
AOE: Sorcerous
20+: Magical
40+: Arcane
Physical
Basic: Impact
Status: Dicing
AOE: Sweeping
20+: Strong
40+: Destroyer
Psychic
Basic: Thought
Status: Mindblowing
AOE: Brainwave
20+: Psi
40+: Mindwipe
Technology
Basic: Code
Status: Deletion
AOE: Cluster
20+: Zero
40+: Hyperadvanced
Water
Basic: Bubble
Status: Inundating
AOE: Wave
20+: Fountain
40+: Tsunami



Existing: Nonbase

Atomic
Basic: <DOES NOT EXIST>
Status: Radioactive
AOE: Nuclear
20+: Atom
40+: Megaton
Chaos
Basic: Anarchy
Status: Destabilization
AOE: Riotous
20+: Chaotic
40+: Uprising
Destruction
Basic: Destroying
Status: Dust-Making
AOE: Ruin
20+: Disintegration
40+: Annihilator
Fate
Basic: Predetermined
Status: Inevitable
AOE: Weaving
20+: Thread-Cutting
40+: Destined
Glory
Basic: Great
Status: Gobsmacking
AOE: Famous
20+: Triumphant
40+: Legendary
Law
Basic: Ordered
Status: Judge's
AOE: Verdict
20+: Lawful
40+: Axiomatic
Mystic
Basic: Mystical
Status: Unearthly
AOE: Patterned
20+: True Magic
40+: Esoteric
Sonic
Basic: Sound
Status: Echoing
AOE: Loud
20+: Symphonic
40+: Deafening
Void
Basic: Empty
Status: Solitude
AOE: Open
20+: Unfettered
40+: Unbound



Not Existing, Suggested:

Atomic
Basic: Geiger
The rest of the tree already exists.
Moon
Basic: Crescent
Status: Moonlit
AOE: Waxing
20+: Gibbous
40+: Lunatic

Note: Moon has no overarching Moderate attached to it, instead only having Voidstruck: Moon-Mad. Suggested new Base Moderate type, now it's a Base element:
Moonstruck (Possessor takes an amount of Moon element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Moon)
Truth
Basic: Honest
Status: Correction
AOE: Revelation
20+: Sincere
40+: True
War
Basic: Combat
Status: Conflict
AOE: Battle
20+: Skirmish
40+: Warfare

Commerce
Basic: Business
Status: Price-Gouging
AOE: Economic
20+: Mercantile
40+: Stockbreaking

Note: Commerce has no related Moderate. Suggested new Moderate:
Dissolving: Stockbroken (Possessor takes an amount of Commerce element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Commerce)
Divine
Basic: Sacred
Status: Transcendent
AOE: Heavenly
20+: Deific
40+: Almighty

Divine has no related Moderate. No T3s do, in fact. The closest there is would be Evil with Smitten: Great Atrocity, which is a Major with text like a Moderate.
If T3 elements and above get related Majors, rather than related Moderates, a suggested new Major:
Smitten: Divine Judgment (Possessor takes an amount of Divine element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Divine)

Otherwise, a suggested new Moderate:
Zealblasted: Divine Judgment (Possessor takes an amount of Divine element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Divine)
Evil
Basic: Wicked
Status: Hateful
AOE: Sinful
20+: Malevolent
40+: Demonic

Evil has no related Moderate. Instead, it has a Major with text like a Moderate, Smitten: Great Atrocity.
If T3s get related Majors instead of Moderates, that's the problem solved.
If they get Moderates instead, a suggested new Moderate:
Voidstruck: Fell Degredation (Possessor takes an amount of Evil element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Evil)
Faith
Basic: Believer's
Status: Reverent
AOE: Priestly
20+: Faithful
40+: Rapturous

Faith has no related Moderate. Suggested new Moderate:
Zealblasted: Revelation (Possessor takes an amount of Faith element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Faith)
Fury
Basic: Angry
Status: Raging
AOE: Furious
20+: Livid
40+: Incensed

Fury's related Moderate is Burning: Consumed By Rage.
Good
Basic: Moral
Status: Benevolent
AOE: Virtuous
20+: Righteous
40+: Saintly

Good has no related Moderate or Major.
If T3 elements and above get related Majors, rather than related Moderates, a suggested new Major:
Smitten: Saint's Fury (Possessor takes an amount of Good element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Good)

Otherwise, a suggested new Moderate:
Awestruck: Saint's Fury (Possessor takes an amount of Good element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Good)
Nobility
Basic: Dignified
Status: Noble
AOE: Aristocratic
20+: Regal
40+: Imperial

Nobility's related Moderate is Awestruck: Imperial Wrath.
Wealth
Basic: Affluent
Status: Costly
AOE: Prosperous
20+: Rich
40+: Opulent

Wealth's related HP-damaging Moderate is Dissolving: Bankrupt: Total Bust.
Dissolving: Bankrupt instead deals Gold damage, which might instead be more thematically appropriate for the element's related Moderate.



Anti-Subtype Abilities

These follow the progression of Subtype-Hunting, Subtype-Bane, Subtype-Slaying.
<SUBTYPE>-Bane <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<SUBTYPE>-Bane <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +750 <ATTACK TYPE> Attack against <SUBTYPE> and gains +25% Critical against <SUBTYPE>.
Requires: <SUBTYPE>-Hunting <TECHNIQUE>, <WEAPON CLASSNAME>, Level 20
Cost: 300,000 Gold, 2 Weeks

<SUBTYPE>-Hunting <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<SUBTYPE>-Hunting <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +200 <ATTACK TYPE> Attack against <SUBTYPE> and gains +5% To Hit against <SUBTYPE>.
Requires: Basic <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

<SUBTYPE>-Slaying <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<SUBTYPE>-Slaying <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +1,000 <ATTACK TYPE> Attack against <SUBTYPE> and gains +25% Critical against <SUBTYPE>, gains +5% To Hit against <SUBTYPE>, and gains 5% inflicts Instant Death against <SUBTYPE>.
Requires: <SUBTYPE>-Bane <TECHNIQUE>, Adept <WEAPON> Training, Level 40
Cost: 300,000 Gold, 2 Weeks


Status-Infliction and General Abilities

These are the more-general status-effect infliction abilities, or attack-modifiers. Note that just because a weapon has the basic version of an ability, does not necessarily mean it gains the Improved or Greater version.
Lunging and Charging <TECHNIQUE> generally only apply to Melee-capable weapons, and as such only has a Melee bonus below.
<TECHNIQUE> On The Run generally only applies to Ranged-capable weapons, and as such only has a Ranged bonus below.

Meta-Template
<WEAPON> Wielding I- (Passive Ability, <WEAPON CLASSNAME>) +5 to all stats when a <WEAPON> is equipped
Requires: Basic <WEAPON> Training
Cost: 20,000 Gold, 2 Weeks

<WEAPON> Wielding II- (Passive Ability, <WEAPON CLASSNAME>) +25 to all stats when a <WEAPON> is equipped, +50 <ATTACK TYPE> Attack when a <WEAPON> is equipped
Requires: <WEAPON> Wielding I
Cost: 60,000 Gold, 2 Weeks

<WEAPON> Wielding III- (Passive Ability, <WEAPON CLASSNAME>) Possessor gains +200 to all stats when a <WEAPON> is equipped and +200 <ATTACK TYPE> Attack when a <WEAPON> is equipped
Requires: <WEAPON> Wielding II, <WEAPON CLASSNAME>
Cost: 100,000 Gold, 2 Weeks



<TECHNIQUE> Mastery- (Passive Ability, <WEAPON CLASSNAME>) Technique Abilities from the <WEAPON CLASSNAME> class whose name includes '<TECHNIQUE>' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 <WEAPON CLASSNAME> abilities that are Techniques whose name contains '<TECHNIQUE>'
Cost: 5,000,000 Gold, 5 Weeks

<TECHNIQUE> on the Run- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use '<TECHNIQUE> on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice <WEAPON> Training
Cost: 500,000 Gold, 2 Weeks



Accurate <WEAPON> Use- (Passive Ability, <WEAPON CLASSNAME>) Possessor gains +1% To Hit when a <WEAPON> is equipped
Requires: <WEAPON> Wielding III, <TECHNIQUE> Mastery
Cost: 2,500,000 Gold, 2 Weeks

Armor-Piercing <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Armor-Piercing <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack pierces 200 Defense.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Banishing <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Banishing <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: <WEAPON> Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Bloody <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Bloody <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +300 <ATTACK TYPE> Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing <TECHNIQUE>
Cost: 300,000 Gold, 2 Weeks

Charging <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Charging <TECHNIQUE>' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice <WEAPON> Training
Cost: 500,000 Gold, 2 Weeks

Charming <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Charming <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Crippling <TECHNIQUE>- (Active Ability, <WEAPON CLASSNAME>) This character may use Crippling <TECHNIQUE> in conjunction with a <ATTACK TYPE> Attack, so long as no other technique is used and a <WEAPON> is equipped. This character gains +25 <ATTACK TYPE> Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful <TECHNIQUE>
Cost: 125,000 Gold, 2 Weeks

Crisis <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Crisis <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a <WEAPON> equipped. Said attack gains +1,000 <ATTACK TYPE> Attack.
Requires: <WEAPON> Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Critical <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +5% Critical.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Dangerous <WEAPON> Use- (Passive Ability, <WEAPON CLASSNAME>) Possessor gains +1% Critical when a <WEAPON> is equipped
Requires: <WEAPON> Wielding III, <TECHNIQUE> Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Debilitating <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Deft <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Deft <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +5% To Hit.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Dizzying <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Dizzying <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Dual <WEAPON>-Wielding- (Passive Ability, <WEAPON CLASSNAME>) Possessor gains +50 <ATTACK TYPE> Attack if possessor has two <WEAPON>s or a <WEAPON> that is a Weaponx2 equipped
Requires: Apprentice <WEAPON> Training
Cost: 60,000 Gold, 2 Weeks

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

Envenomed <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Envenomed <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Erasure <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Erasure <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: <WEAPON> Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Gravity <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Gravity <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +200 <ATTACK TYPE> Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: <WEAPON> Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Greater Banishing <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing <TECHNIQUE>, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Erasure <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure <TECHNIQUE>, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a <WEAPON>- (Passive Ability, <WEAPON CLASSNAME>) Individuals below Level 20 may not unequip or steal possessor's equipped <WEAPON>s without possessor's permission
Requires: <WEAPON> Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Hexing <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Hungering <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Hungering <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +300 <ATTACK TYPE> Attack, deals HP Drain, and deals 1/2 Damage.
Requires: <WEAPON CLASSNAME>
Cost: 500,000 Gold, 3 Weeks

Ill <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Ill <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Impairing <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Impairing <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Bloody <TECHNIQUE>' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Charming <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Charming <TECHNIQUE>' technique has its chance of inflicting Charm increased to 30%
Requires: Charming <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Debilitating <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Debilitating <TECHNIQUE>' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Dizzying <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Dizzying <TECHNIQUE>' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Envenomed <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Envenomend <TECHNIQUE>' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Hexing <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Hexing <TECHNIQUE>' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Ill <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Ill <TECHNIQUE>' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Impairing <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Impairing <TECHNIQUE>' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Lazy <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Lazy <TECHNIQUE>' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Maiming <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Maiming <TECHNIQUE>' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Painful <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Painful <TECHNIQUE>' technique has its chance of inflicting Pain increased to 30%
Requires: Painful <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Paralytic <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Paralytic <TECHNIQUE>' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Sticky <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Sticky <TECHNIQUE>' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Improved Tipsy <TECHNIQUE>- (Passive Ability, <WEAPON CLASSNAME>) Possessor's 'Tipsy <TECHNIQUE>' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy <TECHNIQUE>
Cost: 10,000 Gold, 1 Week

Lazy <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Lazy <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has an <WEAPON> equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Lunging <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Lunging <TECHNIQUE>' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging <TECHNIQUE>, <WEAPON CLASSNAME>
Cost: 500,000 Gold, 2 Weeks

Maiming <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Maiming <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +500 <ATTACK TYPE> Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody <TECHNIQUE>
Cost: 300,000 Gold, 2 Weeks

Mamma Bear <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Mamma Bear <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +500 <ATTACK TYPE> Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Painful <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Painful <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Paralytic <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Paralytic <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Powerful <TECHNIQUE>- (Active Ability, <WEAPON CLASSNAME>) This character may use Powerful <TECHNIQUE> in conjunction with a <ATTACK TYPE> Attack, so long as no other technique is used and a <WEAPON> is equipped. This character gains +50 <ATTACK TYPE> Attack for purposes of this attack.
Requires: Basic <WEAPON> Training
Cost: 100,000 Gold, 2 Weeks

Sticky <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Sticky <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Surprise <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Surprise <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +1,000 <ATTACK TYPE> Attack against targets that have not yet acted.
Requires: Unexpected <TECHNIQUE>, Level 30
Cost: 300,000 Gold, 2 Weeks

Thirsty <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Thirsty <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +300 <ATTACK TYPE> Attack, deals MP Drain, and deals 1/2 Damage.
Requires: <WEAPON CLASSNAME>
Cost: 500,000 Gold, 3 Weeks

Tipsy <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Tipsy <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice <WEAPON> Training
Cost: 300,000 Gold, 2 Weeks

Unexpected <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Unexpected <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +500 <ATTACK TYPE> Attack against targets that have not yet acted.
Requires: <WEAPON> Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Vexatious <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +200 <ATTACK TYPE> Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: <WEAPON> Wielding III
Cost: 700,000 Gold, 2 Weeks

Wind-Up <TECHNIQUE>- (Technique Ability, <WEAPON CLASSNAME>) Possessor may use 'Wind-Up <TECHNIQUE>' in conjunction with a '<ATTACK TYPE> Attack' action, so long as no other technique is used and possessor has a <WEAPON> equipped. Said attack gains +300 <ATTACK TYPE> Attack and is delayed for 1 round.
Requires: <WEAPON> Wielding III
Cost: 8,000,000 Gold, 2 Weeks
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Aeromage
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Re: Capstone Tier Ability Notes

Post by Aeromage »

Element Ability Templates

While I'm at it, let's get a Find-And-Replaceable meta-template for the Element classes, too.
Note that costs and bonuses may change depending on the tier (some T3s are mentioned as having multipliers on these), and this list won't contain the Basic-tier costs or prerequisites because those can change wildly depending on the element. I've replaced mention of those with the tag <VARIES> for ease of searching.
Each element also has an associated Moderate Status Effect, which I have replaced with <MODERATE> here.

By happy chance, this will provide enough elemental abilities to be able to get to Adept, at least.

Also note that depending on the element's name, some of the below may end up out of alphabetical order. Don't just slap the find-and-replace button and call it a day! Think of those of us whose eyes twitch involuntarily at messy lists!

Meta-Template
Absorb <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor Absorbs <ELEMENT> against sources below Level 20 if Level 20 or greater
Requires: <ELEMENT> Immunity
Cost: 500,000 Gold, 2 Weeks

Adept <ELEMENT> Synchronization- (Passive Ability, <CLASSNAME>) Amounts of <ELEMENT> element Damage possessor deals are increased by 10,000 points, <ELEMENT> element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry <ELEMENT> element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: <CLASSNAME>, 50 other <CLASSNAME> Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

Apprentice Command of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> 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 <ELEMENT>
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +500 Defense against <ELEMENT>
Requires: Basic Defenses Against <ELEMENT>
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> element allies gain +100 to all stats
Requires: Apprentice Command of <ELEMENT>, Basic Understanding of the Heart of <ELEMENT>
Cost: 100,000 Gold, 2 Weeks

Apprentice <ELEMENT> Resistance- (Passive Ability, <CLASSNAME>) Possessor gains 5% <ELEMENT> Resistance
Requires: Basic <ELEMENT> Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice <ELEMENT> Synchronization- (Passive Ability, <CLASSNAME>) Possessor gains +50 to all stats for each <ELEMENT> element item equipped, Possessor's <ELEMENT> element pets and summons gain +250 to all stats
Requires: Basic <ELEMENT> Synchronization, 3 other <CLASSNAME> abilities
Cost: 125,000 Gold, 2 Weeks

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

Apprentice Zonal Acclimation of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +500 to all stats while in a Zone of <ELEMENT>
Requires: Basic Zonal Acclimation of <ELEMENT>
Cost: 100,000 Gold, 2 Weeks

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

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

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

Basic Defenses Against <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +50 Defense against <ELEMENT>
Requires: Basic <ELEMENT> Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic <ELEMENT> Resistance- (Passive Ability, <CLASSNAME>) Possessor gains 1% <ELEMENT> Resistance
Requires: Basic <ELEMENT> Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic <ELEMENT> Synchronization- (Passive Ability, <CLASSNAME>) Possessor gains +25 to all stats if possessor is <ELEMENT> element
Requires: <VARIES>
Cost: <VARIES>

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

Basic Zonal Acclimation of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +50 to all stats while in a Zone of <ELEMENT>
Requires: Basic <ELEMENT> Synchronization
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living <ELEMENT>- (Active Ability, <CLASSNAME>) Possessor may spend an action to summon 5 Elementals that are <ELEMENT> element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of <ELEMENT>, Emanate <ELEMENT>
Cost: 300,000 Gold, 2 Weeks

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

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

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

Diluted Assumption of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is <ELEMENT> element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of <ELEMENT>, Defenses that Utilize <ELEMENT>, Radiate <ELEMENT>, <CLASSNAME>
Cost: 3,000,000 Gold, 3 Weeks

Elemental Attack-Conversion: <ELEMENT>- (Technique Ability, <CLASSNAME>) Possessor may use 'Elemental Attack-Conversion: <ELEMENT>' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is <ELEMENT> element and no other technique is used. Said action becomes solely the element <ELEMENT>.
Requires: Improved Weaponization of <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of <ELEMENT>- (Technique Ability, <CLASSNAME>) Possessor may use 'Elemental Invocation of <ELEMENT>' in conjunction with an 'Elemental Attack' action so long as possessor is <ELEMENT> element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of <ELEMENT>
Cost: 200,000 Gold, 2 Week

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

Empowered By <ELEMENT>- (Passive Ability, <CLASSNAME>) If possessor is <ELEMENT> element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of <ELEMENT>
Requires: Basic Understanding of the Heart of <ELEMENT>
Requires: 200,000 Gold, 2 Weeks

Expert <ELEMENT> Synchronization- (Passive Ability, <CLASSNAME>) <ELEMENT> element Damage dealt to possessor (not including healing) is halved, <ELEMENT> element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry <ELEMENT> element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept <ELEMENT> Synchronization, 100 other <CLASSNAME> Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Command of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> 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 <ELEMENT>, Apprentice Understanding of the Heart of <ELEMENT>, <CLASSNAME>
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT>element allies gain +500 to all stats
Requires: Greater Command of <ELEMENT>, Improved Understanding of the Heart of <ELEMENT>
Cost: 5,000,000 Gold, 2 Weeks

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

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

Improved Command of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> 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 <ELEMENT>, Basic Understanding of the Heart of <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +5,000 Defense against <ELEMENT>
Requires: Apprentice Defenses Against <ELEMENT>, Basic <ELEMENT> Resistance
Cost: 500,000 Gold, 2 Weeks

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

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

Improved <ELEMENT> Elemental Emanation- (Passive Ability, <CLASSNAME>) Possessor's 'Call Forth the Living <ELEMENT>' ability may summon entities up to Level 20
Requires: Call Forth the Living <ELEMENT>
Cost: 200,000 Gold, 2 Weeks

Improved <ELEMENT> Resistance- (Passive Ability, <CLASSNAME>) Possessor gains 10% <ELEMENT> Resistance
Requires: Apprentice <ELEMENT> Resistance, Basic Defenses against <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of <ELEMENT>- (Passive Ability, <CLASSNAME>) Quantities of <ELEMENT> element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +1,000 to all stats while in a Zone of <ELEMENT>
Requires: Apprentice Zonal Acclimation of <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

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

Infinite Assumption of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains the element <ELEMENT> while in <CLASSNAME> stances
Requires: Meditative Assumption of <ELEMENT>, Adept <ELEMENT> Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Meditative Assumption of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may choose, at the beginning of a thread, to become solely <ELEMENT> element
Requires: Basic <ELEMENT> Synchronization
Cost: 1,000,000 Gold, 10 Weeks

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

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

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

Nullify <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may remove the element <ELEMENT> from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of <ELEMENT>-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the <ELEMENT>-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element <ELEMENT> from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept <ELEMENT> Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <MODERATE>
Requires: Basic <ELEMENT> Resistance, Basic Weaponization of <ELEMENT>
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains 5% <MODERATE> Resistance
Requires: Basic <ELEMENT> Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor gains +5% Dodge against <ELEMENT> element individuals
Requires: Improved Defenses Against <ELEMENT>, Improved Understanding of the Heart of <ELEMENT>, Defenses that Utilize <ELEMENT>
Cost: 200,000 Gold, 2 Weeks

Project <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element <ELEMENT>
Requires: Improved Weaponization of <ELEMENT>
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess <ELEMENT>- (Passive Ability, <CLASSNAME>) If possessor is <ELEMENT> element and performs an 'Elemental Attack' action that is solely <ELEMENT> element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of <ELEMENT>
Cost: 500,000 Gold, 2 Weeks

Radiate <ELEMENT>- (Passive Ability, <CLASSNAME>) Whenever possessor absorbs Damage that is <ELEMENT> element Damage, Possessor may choose to deal 25,000 Flat <ELEMENT> element Damage to up to 10 targets
Requires: Emanate <ELEMENT>, Greater Weaponization of <ELEMENT>
Cost: 100,000 Gold, 2 Weeks

Reconsume <ELEMENT> Elemental Spawn- (Passive Ability, <CLASSNAME>) Possessor may, at the start of any round, unsummon one of possessor's <ELEMENT> element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved <ELEMENT> Elemental Emanation, Improved Affinity to Healing Via <ELEMENT>
Cost: 200,000 Gold, 2 Weeks

Reflect <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor Reflects <ELEMENT> against sources below Level 20 if Level 20 or greater
Requires: <ELEMENT> Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of <ELEMENT>- (Passive Ability, <CLASSNAME>) If possessor's last action was solely <ELEMENT> element either due to this ability or the technique 'Elemental Attack-Conversion: <ELEMENT>', possessor may make any of possessor's offensive actions solely <ELEMENT> element.
Requires: Nonsynchronous Elemental Attack-Conversion: <ELEMENT>, Adept <ELEMENT> Synchronization
Cost: 6,000,000 Gold, 2 Weeks

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

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

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

Uplifted By <ELEMENT>- (Passive Ability, <CLASSNAME>) If possessor is <ELEMENT> element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of <ELEMENT>
Requires: Basic Understanding of the Heart of <ELEMENT>
Requires: 200,000 Gold, 2 Weeks

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

<ELEMENT> Body Form- (Stance Ability, <CLASSNAME>) Possessor gains +200 Defense against <ELEMENT>, Possessor gains 15% <ELEMENT> Resistance, Possessor may deal 5,000 Flat <ELEMENT> element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of <ELEMENT>, <CLASSNAME>, Basic <ELEMENT> Resistance, Apprentice Understanding of the Heart of <ELEMENT>, Apprentice Defenses Against <ELEMENT>
Cost: 300,000 Gold, 3 Weeks

<ELEMENT> Immunity- (Passive Ability, <CLASSNAME>) Possessor gains <ELEMENT> Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved <ELEMENT> Resistance, <CLASSNAME>, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Zonal <ELEMENT> Control- (Passive Ability, <CLASSNAME>) Possessor may, at the start of each round, choose one Zone of <ELEMENT> that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of <ELEMENT>, Improved Zonal Acclimation of <ELEMENT>
Cost: 1,000,000 Gold, 2 Weeks
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Re: Capstone Tier Ability Notes

Post by Aeromage »

Entity Ability Templates

And here's one for entities. These tend to be a lot more wibbly with regards to bonuses on the classname-tier abilities, but they all share some general, mostly-the-same standardised types.

A brief aside on the pet-specific 'Instruction' abilities, and their different names depending on subtype, from the archive:
Training:
Aerial
Animal
Aquatic
Astral Being
Bio-Horror
Cthonian
Dragon
Horror
Insect
Monster
Ooze

Instruction:
Alien
Angel
Celestial
Daemon
Demon
Deva
Devil
Fae
Human
Humanoid
Illuminated
Shapeshifter
Undead

Programming:
Clockwork
Golem
Machine
Magic Being
Robot

Communing:
Darkspawn
Elemental
Outsider
Plant
Spirit

Jivein':
Abstract

Some nonbase ones-

Training:
Reptile

Instruction:
Aisurii
Planetary
Prime

Programming:
Coded Being
Large Structure

Communing:
Solar Being
Umbral



Meta-Template

Here's an easy-to-template list of the stuff that stays the same between tiers. Traits abilities are, of course, wildly divergent, and so they're not included here.

Advanced <SUBTYPE> Loyalty <TRAINING>- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain 60% Charm Resistance
Requires: <SUBTYPE> Loyalty <TRAINING>, Chaos Maestro
Cost: 200,000 Gold, 2 Weeks

<SUBTYPE> Calling I- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> summons gain +20 to all stats
Requires: <SUBTYPE> <TRAINING> I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

<SUBTYPE> Calling II- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> summons gain +200 HP
Requires: <SUBTYPE> Calling I
Cost: 40,000 Gold, 2 Weeks

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

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

<SUBTYPE> Calling V- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> summons may not be unsummoned by sources below Level 5
Requires: <SUBTYPE> Calling IV, <SUBTYPE> <TRAINING> II, Summoner, Chaos Maestro
Cost: 200,000 Gold, 2 Weeks

<SUBTYPE> <TRAINING> I- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +20 to all stats
Requires: Basic Chaos Maestro Knowledge
Cost: 60,000 Gold, 2 Weeks

<SUBTYPE> <TRAINING> II- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +100 to all stats
Requires: <SUBTYPE> <TRAINING> I
Cost: 100,000 Gold, 2 Weeks

<SUBTYPE> Loyalty <TRAINING>- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain 40% Charm Resistance
Requires: Basic <SUBTYPE> Loyalty <TRAINING>, Apprentice Chaos Maestro Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic <SUBTYPE> Loyalty <TRAINING>- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain 20% Charm Resistance
Requires: <SUBTYPE> Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Formshift: <SUBTYPE>- (Stance Ability, <CLASSNAME>) Possessor's subtype becomes <SUBTYPE>
Requires: <SUBTYPE> Traits
Cost: 100,000 Gold, 4 Weeks

Defensive <SUBTYPE> <TRAINING> I- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +50 Defense
Requires: <SUBTYPE> <TRAINING> II
Cost: 40,000 Gold, 2 Weeks

Defensive <SUBTYPE> <TRAINING> II- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +250 Defense
Requires: Defensive <SUBTYPE> <TRAINING> I, Apprentice Chaos Maestro Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive <SUBTYPE> <TRAINING> I- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons have the Damage values of their abilities increased by 50 points
Requires: <SUBTYPE> <TRAINING> II
Cost: 40,000 Gold, 2 Weeks

Offensive <SUBTYPE> <TRAINING> II- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive <SUBTYPE> <TRAINING> I, Apprentice Chaos Maestro Knowledge
Cost: 100,000 Gold, 2 Weeks

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

Speed-Focused <SUBTYPE> <TRAINING> II- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused <SUBTYPE> <TRAINING> I, Apprentice Chaos Maestro Knowledge
Cost: 100,000 Gold, 2 Weeks

Superior <SUBTYPE> Loyalty <TRAINING>- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain 80% Charm Resistance
Requires: Advanced <SUBTYPE> Loyalty <TRAINING>, Commander
Cost: 400,000 Gold, 2 Weeks




Class-Tier Templates

Finally here's a less set-in-stone meta-template list for T1, T2 and T3 Entity Class-tiers. Note that this is not the case for all examples- some T2s, for instance Ancient and Invisible, have the same bonuses as T1s, while Exalted Wishkin and Great Beast have the same bonuses as T3s. Check with Gad what bonuses they're operating off before making them.

Meta-Template: Tier 1 Classname-tiers

Basic to Expert Tier, templated off Deathless One.
Adept <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a <SUBTYPE> summon, Possessor's unmodified stats increase by 200 points if possessor is a <SUBTYPE>
Requires: Worldbound God, 50 other <CLASSNAME> Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Apprentice <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic <CLASSNAME> Knowledge, 3 other <CLASSNAME> abilities
Cost: 12,500,000 Gold, 2 Weeks

Basic <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: <VARIES>
Cost: <VARIES>

<CLASSNAME>- (Passive Ability, <CLASSNAME>) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a <SUBTYPE> pet only, This ability provides +250 HP and +50 to all stats of possessor's <SUBTYPE> pets and summons per Level of possessor
Requires: Apprentice <CLASSNAME> Knowledge, 10 other <CLASSNAME> abilities
Cost: 12,500,000 Gold, 4 Weeks

Expert <CLASSNAME> Knowledge- (Passive Ability, Other: <CLASSNAME>) Possessor's <SUBTYPE> summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain a <SUBTYPE> pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is a <SUBTYPE>
Requires: Adept <CLASSNAME> Knowledge, 100 other <CLASSNAME> Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



Meta-Template: Tier 2 Classname-tiers

Note: Expert here is templated off Expert Dragon Lord, which seems to have the same bonuses as Expert Deathless One (a T1). This may not be intentional- check with Gad before using it.
Adept <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a <SUBTYPE> summon, Possessor's unmodified stats increase by 1,000 points if possessor is a <SUBTYPE>
Requires: Worldbound God, 50 other <CLASSNAME> Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Apprentice <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic <CLASSNAME> Knowledge, 3 other <CLASSNAME> abilities
Cost: 12,500,000 Gold, 2 Weeks

Basic <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: <VARIES>
Cost: <VARIES>

<CLASSNAME>- (Passive Ability, <CLASSNAME>) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a <SUBTYPE> pet only, This ability provides +250 HP and +50 to all stats of possessor's <SUBTYPE> pets and summons per Level of possessor
Requires: Apprentice <CLASSNAME> Knowledge, 10 other <CLASSNAME> abilities
Cost: 12,500,000 Gold, 4 Weeks

Expert <CLASSNAME> Knowledge- (Passive Ability, Other: <CLASSNAME>) Possessor's <SUBTYPE> summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain a <SUBTYPE> pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is a <SUBTYPE>
Requires: Adept <CLASSNAME> Knowledge, 100 other <CLASSNAME> Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



Meta-Template: Tier 3 Classname-tiers

Basic to Adept-tier.
Adept <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> 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: <CLASSNAME>, 50 other <CLASSNAME> abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

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

Basic <CLASSNAME> Knowledge- (Passive Ability, <CLASSNAME>) Possessor's <SUBTYPE> pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Requires: Master Worldbound God Knowledge, Master Divine Magic Attunement, Master Geomancy Attunement, Master Gate Magic Attunement, Master Faith Synchronization
Cost: 150,000,000 Gold, 90 Weeks

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

Post by Aeromage »

Now, let's put the above into action with some templating for my new guy.

First, the straightforward stuff. Spoilers to compartmentalise and avoid the Dread Wall Of Text.

Mime Don (Dopple)

Dopple has no related Moderate.
Suggested new Moderate:
Antimatter: Aggressive Mitosis (Possessor takes an amount of Dopple element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Dopple)
Absorb Dopple- (Passive Ability, Mime Don) Possessor Absorbs Dopple against sources below Level 20 if Level 20 or greater
Requires: Dopple Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Dopple Synchronization- (Passive Ability, Mime Don) Amounts of Dopple element Damage possessor deals are increased by 10,000 points, Dopple element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Dopple element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Mime Don, 50 other Mime Don Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

Apprentice Command of Dopple- (Passive Ability, Mime Don) Possessor's Dopple 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 Dopple
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Dopple- (Passive Ability, Mime Don) Possessor gains +500 Defense against Dopple
Requires: Basic Defenses Against Dopple
Cost: 100,000 Gold, 2 Weeks

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

Apprentice Dopple Resistance- (Passive Ability, Mime Don) Possessor gains 5% Dopple Resistance
Requires: Basic Dopple Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Dopple Synchronization- (Passive Ability, Mime Don) Possessor gains +50 to all stats for each Dopple element item equipped, Possessor's Dopple element pets and summons gain +250 to all stats
Requires: Basic Dopple Synchronization, 3 other Mime Don abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

Basic Defenses Against Dopple- (Passive Ability, Mime Don) Possessor gains +50 Defense against Dopple
Requires: Basic Dopple Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Dopple Resistance- (Passive Ability, Mime Don) Possessor gains 1% Dopple Resistance
Requires: Basic Dopple Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Dopple Synchronization- (Passive Ability, Mime Don) Possessor gains +25 to all stats if possessor is Dopple element
Requires: Knowledge of Esoteric Elements, Spy, Thief, Illusionist, Dancer, Bard, Transmuter, Flux Baron, Channeler
Cost: 50,000,000 Gold, 30 Weeks

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

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

Call Forth the Living Dopple- (Active Ability, Mime Don) Possessor may spend an action to summon 5 Elementals that are Dopple element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Dopple, Emanate Dopple
Cost: 300,000 Gold, 2 Weeks

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

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

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

Diluted Assumption of Dopple- (Passive Ability, Mime Don) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Dopple element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of Dopple, Defenses that Utilize Dopple, Radiate Dopple, Mime Don
Cost: 3,000,000 Gold, 3 Weeks

Elemental Attack-Conversion: Dopple- (Technique Ability, Mime Don) Possessor may use 'Elemental Attack-Conversion: Dopple' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Dopple element and no other technique is used. Said action becomes solely the element Dopple.
Requires: Improved Weaponization of Dopple
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Dopple- (Technique Ability, Mime Don) Possessor may use 'Elemental Invocation of Dopple' in conjunction with an 'Elemental Attack' action so long as possessor is Dopple element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Dopple
Cost: 200,000 Gold, 2 Week

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

Empowered By Dopple- (Passive Ability, Mime Don) If possessor is Dopple element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Dopple
Requires: Basic Understanding of the Heart of Dopple
Requires: 200,000 Gold, 2 Weeks

Expert Dopple Synchronization- (Passive Ability, Mime Don) Dopple element Damage dealt to possessor (not including healing) is halved, Dopple element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Dopple element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Dopple Synchronization, 100 other Mime Don Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Command of Dopple- (Passive Ability, Mime Don) Possessor's Dopple 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 Dopple, Apprentice Understanding of the Heart of Dopple, Mime Don
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of Dopple- (Passive Ability, Mime Don) Possessor's Doppleelement allies gain +500 to all stats
Requires: Greater Command of Dopple, Improved Understanding of the Heart of Dopple
Cost: 5,000,000 Gold, 2 Weeks

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

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

Improved Command of Dopple- (Passive Ability, Mime Don) Possessor's Dopple 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 Dopple, Basic Understanding of the Heart of Dopple
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Dopple- (Passive Ability, Mime Don) Possessor gains +5,000 Defense against Dopple
Requires: Apprentice Defenses Against Dopple, Basic Dopple Resistance
Cost: 500,000 Gold, 2 Weeks

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

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

Improved Dopple Elemental Emanation- (Passive Ability, Mime Don) Possessor's 'Call Forth the Living Dopple' ability may summon entities up to Level 20
Requires: Call Forth the Living Dopple
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

Infinite Assumption of Dopple- (Passive Ability, Mime Don) Possessor gains the element Dopple while in Mime Don stances
Requires: Meditative Assumption of Dopple, Adept Dopple Synchronization
Cost: 5,000,000 Gold, 2 Weeks

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

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

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

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

Nullify Dopple- (Passive Ability, Mime Don) Possessor may remove the element Dopple from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Dopple-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Dopple-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Dopple from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Dopple Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Dopple- (Passive Ability, Mime Don) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <MODERATE>
Requires: Basic Dopple Resistance, Basic Weaponization of Dopple
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Dopple- (Passive Ability, Mime Don) Possessor gains 5% <MODERATE> Resistance
Requires: Basic Dopple Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Dopple- (Passive Ability, Mime Don) Possessor gains +5% Dodge against Dopple element individuals
Requires: Improved Defenses Against Dopple, Improved Understanding of the Heart of Dopple, Defenses that Utilize Dopple
Cost: 200,000 Gold, 2 Weeks

Project Dopple- (Passive Ability, Mime Don) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Dopple
Requires: Improved Weaponization of Dopple
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Dopple- (Passive Ability, Mime Don) If possessor is Dopple element and performs an 'Elemental Attack' action that is solely Dopple element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Dopple
Cost: 500,000 Gold, 2 Weeks

Radiate Dopple- (Passive Ability, Mime Don) Whenever possessor absorbs Damage that is Dopple element Damage, Possessor may choose to deal 25,000 Flat Dopple element Damage to up to 10 targets
Requires: Emanate Dopple, Greater Weaponization of Dopple
Cost: 100,000 Gold, 2 Weeks

Reconsume Dopple Elemental Spawn- (Passive Ability, Mime Don) Possessor may, at the start of any round, unsummon one of possessor's Dopple element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Dopple Elemental Emanation, Improved Affinity to Healing Via Dopple
Cost: 200,000 Gold, 2 Weeks

Reflect Dopple- (Passive Ability, Mime Don) Possessor Reflects Dopple against sources below Level 20 if Level 20 or greater
Requires: Dopple Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Dopple- (Passive Ability, Mime Don) If possessor's last action was solely Dopple element either due to this ability or the technique 'Elemental Attack-Conversion: Dopple', possessor may make any of possessor's offensive actions solely Dopple element.
Requires: Nonsynchronous Elemental Attack-Conversion: Dopple, Adept Dopple Synchronization
Cost: 6,000,000 Gold, 2 Weeks

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

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

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

Uplifted By Dopple- (Passive Ability, Mime Don) If possessor is Dopple element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Dopple
Requires: Basic Understanding of the Heart of Dopple
Requires: 200,000 Gold, 2 Weeks

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

Dopple Body Form- (Stance Ability, Mime Don) Possessor gains +200 Defense against Dopple, Possessor gains 15% Dopple Resistance, Possessor may deal 5,000 Flat Dopple element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Dopple, Mime Don, Basic Dopple Resistance, Apprentice Understanding of the Heart of Dopple, Apprentice Defenses Against Dopple
Cost: 300,000 Gold, 3 Weeks

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

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

Zonal Dopple Control- (Passive Ability, Mime Don) Possessor may, at the start of each round, choose one Zone of Dopple that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Dopple, Improved Zonal Acclimation of Dopple
Cost: 1,000,000 Gold, 2 Weeks



Builder of Nations (Civilization)
"Creates, manages, and orders cities and nations. It places areas under geographic claim and gives its wielders a mandate to control them. It organizes resources, manages supply lines, conducts trade, and bolsters order. It supports conquest and expansion while also boosting the ability to retrench defenses and control specific areas. It recognizes borders, shapes cultures, and gives knowledge of laws and customs. It also synergizes with Large Structures, Warlord, and General, though it twists Warlord to lose its barbaric aspects"
Civilization is a relatively new kid on the block, and as such doesn't even have a Basic Synchronization. Most Nonbase T1 elements have a requirement of Knowledge of Esoteric Elements and 5-8 other classnames, or another Nonbase and fewer other classnames. (Wealth notwithstanding, instead massively amping its Gold cost).
Prospective requirements:
Basic Civilization Synchronization- (Passive Ability, Builder of Nations) Possessor gains +25 to all stats if possessor is Civilization element
Requires: Knowledge of Esoteric Elements, Basic Subspace Architect Knowledge, Commander, Geomancer, General, Warlord
Cost: 50,000,000 Gold, 30 Weeks
It also doesn't have a related Moderate. Suggested new Moderate:
Zealblasted: Patriotic Fervor (Possessor takes an amount of Civilization element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Civilization)

Absorb Civilization- (Passive Ability, Builder of Nations) Possessor Absorbs Civilization against sources below Level 20 if Level 20 or greater
Requires: Civilization Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Civilization Synchronization- (Passive Ability, Builder of Nations) Amounts of Civilization element Damage possessor deals are increased by 10,000 points, Civilization element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Civilization element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Builder of Nations, 50 other Builder of Nations Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

Apprentice Command of Civilization- (Passive Ability, Builder of Nations) Possessor's Civilization 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 Civilization
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Civilization- (Passive Ability, Builder of Nations) Possessor gains +500 Defense against Civilization
Requires: Basic Defenses Against Civilization
Cost: 100,000 Gold, 2 Weeks

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

Apprentice Civilization Resistance- (Passive Ability, Builder of Nations) Possessor gains 5% Civilization Resistance
Requires: Basic Civilization Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Civilization Synchronization- (Passive Ability, Builder of Nations) Possessor gains +50 to all stats for each Civilization element item equipped, Possessor's Civilization element pets and summons gain +250 to all stats
Requires: Basic Civilization Synchronization, 3 other Builder of Nations abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

Basic Defenses Against Civilization- (Passive Ability, Builder of Nations) Possessor gains +50 Defense against Civilization
Requires: Basic Civilization Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Civilization Resistance- (Passive Ability, Builder of Nations) Possessor gains 1% Civilization Resistance
Requires: Basic Civilization Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

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

Call Forth the Living Civilization- (Active Ability, Builder of Nations) Possessor may spend an action to summon 5 Elementals that are Civilization element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Civilization, Emanate Civilization
Cost: 300,000 Gold, 2 Weeks

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

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

Civilization Body Form- (Stance Ability, Builder of Nations) Possessor gains +200 Defense against Civilization, Possessor gains 15% Civilization Resistance, Possessor may deal 5,000 Flat Civilization element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Civilization, Builder of Nations, Basic Civilization Resistance, Apprentice Understanding of the Heart of Civilization, Apprentice Defenses Against Civilization
Cost: 300,000 Gold, 3 Weeks

Civilization Immunity- (Passive Ability, Builder of Nations) Possessor gains Civilization Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Civilization Resistance, Builder of Nations, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Diluted Assumption of Civilization- (Passive Ability, Builder of Nations) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Civilization element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of Civilization, Defenses that Utilize Civilization, Radiate Civilization, Builder of Nations
Cost: 3,000,000 Gold, 3 Weeks

Elemental Attack-Conversion: Civilization- (Technique Ability, Builder of Nations) Possessor may use 'Elemental Attack-Conversion: Civilization' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Civilization element and no other technique is used. Said action becomes solely the element Civilization.
Requires: Improved Weaponization of Civilization
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Civilization- (Technique Ability, Builder of Nations) Possessor may use 'Elemental Invocation of Civilization' in conjunction with an 'Elemental Attack' action so long as possessor is Civilization element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Civilization
Cost: 200,000 Gold, 2 Week

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

Empowered By Civilization- (Passive Ability, Builder of Nations) If possessor is Civilization element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Civilization
Requires: Basic Understanding of the Heart of Civilization
Requires: 200,000 Gold, 2 Weeks

Expert Civilization Synchronization- (Passive Ability, Builder of Nations) Civilization element Damage dealt to possessor (not including healing) is halved, Civilization element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Civilization element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Civilization Synchronization, 100 other Builder of Nations Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Command of Civilization- (Passive Ability, Builder of Nations) Possessor's Civilization 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 Civilization, Apprentice Understanding of the Heart of Civilization, Builder of Nations
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of Civilization- (Passive Ability, Builder of Nations) Possessor's Civilizationelement allies gain +500 to all stats
Requires: Greater Command of Civilization, Improved Understanding of the Heart of Civilization
Cost: 5,000,000 Gold, 2 Weeks

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

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

Improved Command of Civilization- (Passive Ability, Builder of Nations) Possessor's Civilization 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 Civilization, Basic Understanding of the Heart of Civilization
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Civilization- (Passive Ability, Builder of Nations) Possessor gains +5,000 Defense against Civilization
Requires: Apprentice Defenses Against Civilization, Basic Civilization Resistance
Cost: 500,000 Gold, 2 Weeks

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

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

Improved Civilization Elemental Emanation- (Passive Ability, Builder of Nations) Possessor's 'Call Forth the Living Civilization' ability may summon entities up to Level 20
Requires: Call Forth the Living Civilization
Cost: 200,000 Gold, 2 Weeks

Improved Civilization Resistance- (Passive Ability, Builder of Nations) Possessor gains 10% Civilization Resistance
Requires: Apprentice Civilization Resistance, Basic Defenses against Civilization
Cost: 500,000 Gold, 2 Weeks

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

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

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

Infinite Assumption of Civilization- (Passive Ability, Builder of Nations) Possessor gains the element Civilization while in Builder of Nations stances
Requires: Meditative Assumption of Civilization, Adept Civilization Synchronization
Cost: 5,000,000 Gold, 2 Weeks

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

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

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

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

Nullify Civilization- (Passive Ability, Builder of Nations) Possessor may remove the element Civilization from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Civilization-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Civilization-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Civilization from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Civilization Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Civilization- (Passive Ability, Builder of Nations) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <MODERATE>
Requires: Basic Civilization Resistance, Basic Weaponization of Civilization
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Civilization- (Passive Ability, Builder of Nations) Possessor gains 5% <MODERATE> Resistance
Requires: Basic Civilization Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Civilization- (Passive Ability, Builder of Nations) Possessor gains +5% Dodge against Civilization element individuals
Requires: Improved Defenses Against Civilization, Improved Understanding of the Heart of Civilization, Defenses that Utilize Civilization
Cost: 200,000 Gold, 2 Weeks

Project Civilization- (Passive Ability, Builder of Nations) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Civilization
Requires: Improved Weaponization of Civilization
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Civilization- (Passive Ability, Builder of Nations) If possessor is Civilization element and performs an 'Elemental Attack' action that is solely Civilization element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Civilization
Cost: 500,000 Gold, 2 Weeks

Radiate Civilization- (Passive Ability, Builder of Nations) Whenever possessor absorbs Damage that is Civilization element Damage, Possessor may choose to deal 25,000 Flat Civilization element Damage to up to 10 targets
Requires: Emanate Civilization, Greater Weaponization of Civilization
Cost: 100,000 Gold, 2 Weeks

Reconsume Civilization Elemental Spawn- (Passive Ability, Builder of Nations) Possessor may, at the start of any round, unsummon one of possessor's Civilization element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Civilization Elemental Emanation, Improved Affinity to Healing Via Civilization
Cost: 200,000 Gold, 2 Weeks

Reflect Civilization- (Passive Ability, Builder of Nations) Possessor Reflects Civilization against sources below Level 20 if Level 20 or greater
Requires: Civilization Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Civilization- (Passive Ability, Builder of Nations) If possessor's last action was solely Civilization element either due to this ability or the technique 'Elemental Attack-Conversion: Civilization', possessor may make any of possessor's offensive actions solely Civilization element.
Requires: Nonsynchronous Elemental Attack-Conversion: Civilization, Adept Civilization Synchronization
Cost: 6,000,000 Gold, 2 Weeks

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

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

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

Uplifted By Civilization- (Passive Ability, Builder of Nations) If possessor is Civilization element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Civilization
Requires: Basic Understanding of the Heart of Civilization
Requires: 200,000 Gold, 2 Weeks

Zonal Civilization Control- (Passive Ability, Builder of Nations) Possessor may, at the start of each round, choose one Zone of Civilization that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Civilization, Improved Zonal Acclimation of Civilization
Cost: 1,000,000 Gold, 2 Weeks



Balanced Medium (Essence)
"A vital force, similar to life, but more spiritual and less concerned with nature. It bolsters Spirits, Magic, and Ki. It unifies life with magic, assists in channeling, and allows its wielder better ability to target the mana patterns of beings. With proper skill, it allows for manipulation of the spirit layer of beings, and, eventually, their mana patterns' elements. It also assists with enchanting items, linking them to people, and attaching bonds between things. Something infused with essence is resurgent, growing back its losses more easily and compensating for damage to one area with strength in another, while at the same time repairing the first."
Another relative newcomer! It also doesn't have a Basic Synchronization.
Prospective requirements:
Basic Essence Synchronization- (Passive Ability, Balanced Medium) Possessor gains +25 to all stats if possessor is Essence element
Requires: Knowledge of Esoteric Elements, Basic Ki Synchronization, Arcane Vizier, Binder, Channeler, Healer, Enchanter
Cost: 50,000,000 Gold, 30 Weeks
It doesn't have a related Moderate. Suggested new Moderate:
Manablasted: Essence Deviation (Possessor takes an amount of Essence element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Essence)


Absorb Essence- (Passive Ability, Balanced Medium) Possessor Absorbs Essence against sources below Level 20 if Level 20 or greater
Requires: Essence Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Essence Synchronization- (Passive Ability, Balanced Medium) Amounts of Essence element Damage possessor deals are increased by 10,000 points, Essence element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Essence element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Balanced Medium, 50 other Balanced Medium Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

Apprentice Command of Essence- (Passive Ability, Balanced Medium) Possessor's Essence 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 Essence
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Essence- (Passive Ability, Balanced Medium) Possessor gains +500 Defense against Essence
Requires: Basic Defenses Against Essence
Cost: 100,000 Gold, 2 Weeks

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

Apprentice Essence Resistance- (Passive Ability, Balanced Medium) Possessor gains 5% Essence Resistance
Requires: Basic Essence Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Essence Synchronization- (Passive Ability, Balanced Medium) Possessor gains +50 to all stats for each Essence element item equipped, Possessor's Essence element pets and summons gain +250 to all stats
Requires: Basic Essence Synchronization, 3 other Balanced Medium abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

Basic Defenses Against Essence- (Passive Ability, Balanced Medium) Possessor gains +50 Defense against Essence
Requires: Basic Essence Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Essence Resistance- (Passive Ability, Balanced Medium) Possessor gains 1% Essence Resistance
Requires: Basic Essence Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

Call Forth the Living Essence- (Active Ability, Balanced Medium) Possessor may spend an action to summon 5 Elementals that are Essence element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Essence, Emanate Essence
Cost: 300,000 Gold, 2 Weeks

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

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

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

Diluted Assumption of Essence- (Passive Ability, Balanced Medium) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Essence element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of Essence, Defenses that Utilize Essence, Radiate Essence, Balanced Medium
Cost: 3,000,000 Gold, 3 Weeks

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

Essence Body Form- (Stance Ability, Balanced Medium) Possessor gains +200 Defense against Essence, Possessor gains 15% Essence Resistance, Possessor may deal 5,000 Flat Essence element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Essence, Balanced Medium, Basic Essence Resistance, Apprentice Understanding of the Heart of Essence, Apprentice Defenses Against Essence
Cost: 300,000 Gold, 3 Weeks

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

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

Elemental Attack-Conversion: Essence- (Technique Ability, Balanced Medium) Possessor may use 'Elemental Attack-Conversion: Essence' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Essence element and no other technique is used. Said action becomes solely the element Essence.
Requires: Improved Weaponization of Essence
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Essence- (Technique Ability, Balanced Medium) Possessor may use 'Elemental Invocation of Essence' in conjunction with an 'Elemental Attack' action so long as possessor is Essence element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Essence
Cost: 200,000 Gold, 2 Week

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

Empowered By Essence- (Passive Ability, Balanced Medium) If possessor is Essence element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Essence
Requires: Basic Understanding of the Heart of Essence
Requires: 200,000 Gold, 2 Weeks

Expert Essence Synchronization- (Passive Ability, Balanced Medium) Essence element Damage dealt to possessor (not including healing) is halved, Essence element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Essence element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Essence Synchronization, 100 other Balanced Medium Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Greater Command of Essence- (Passive Ability, Balanced Medium) Possessor's Essence 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 Essence, Apprentice Understanding of the Heart of Essence, Balanced Medium
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of Essence- (Passive Ability, Balanced Medium) Possessor's Essenceelement allies gain +500 to all stats
Requires: Greater Command of Essence, Improved Understanding of the Heart of Essence
Cost: 5,000,000 Gold, 2 Weeks

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

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

Improved Command of Essence- (Passive Ability, Balanced Medium) Possessor's Essence 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 Essence, Basic Understanding of the Heart of Essence
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Essence- (Passive Ability, Balanced Medium) Possessor gains +5,000 Defense against Essence
Requires: Apprentice Defenses Against Essence, Basic Essence Resistance
Cost: 500,000 Gold, 2 Weeks

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

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

Improved Essence Elemental Emanation- (Passive Ability, Balanced Medium) Possessor's 'Call Forth the Living Essence' ability may summon entities up to Level 20
Requires: Call Forth the Living Essence
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

Infinite Assumption of Essence- (Passive Ability, Balanced Medium) Possessor gains the element Essence while in Balanced Medium stances
Requires: Meditative Assumption of Essence, Adept Essence Synchronization
Cost: 5,000,000 Gold, 2 Weeks

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

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

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

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

Nullify Essence- (Passive Ability, Balanced Medium) Possessor may remove the element Essence from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Essence-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Essence-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Essence from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Essence Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Essence- (Passive Ability, Balanced Medium) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts <MODERATE>
Requires: Basic Essence Resistance, Basic Weaponization of Essence
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Essence- (Passive Ability, Balanced Medium) Possessor gains 5% <MODERATE> Resistance
Requires: Basic Essence Resistance
Cost: 40,000 Gold, 2 Weeks

Predict the Flow of Essence- (Passive Ability, Balanced Medium) Possessor gains +5% Dodge against Essence element individuals
Requires: Improved Defenses Against Essence, Improved Understanding of the Heart of Essence, Defenses that Utilize Essence
Cost: 200,000 Gold, 2 Weeks

Project Essence- (Passive Ability, Balanced Medium) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Essence
Requires: Improved Weaponization of Essence
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Essence- (Passive Ability, Balanced Medium) If possessor is Essence element and performs an 'Elemental Attack' action that is solely Essence element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Essence
Cost: 500,000 Gold, 2 Weeks

Radiate Essence- (Passive Ability, Balanced Medium) Whenever possessor absorbs Damage that is Essence element Damage, Possessor may choose to deal 25,000 Flat Essence element Damage to up to 10 targets
Requires: Emanate Essence, Greater Weaponization of Essence
Cost: 100,000 Gold, 2 Weeks

Reconsume Essence Elemental Spawn- (Passive Ability, Balanced Medium) Possessor may, at the start of any round, unsummon one of possessor's Essence element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Essence Elemental Emanation, Improved Affinity to Healing Via Essence
Cost: 200,000 Gold, 2 Weeks

Reflect Essence- (Passive Ability, Balanced Medium) Possessor Reflects Essence against sources below Level 20 if Level 20 or greater
Requires: Essence Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Essence- (Passive Ability, Balanced Medium) If possessor's last action was solely Essence element either due to this ability or the technique 'Elemental Attack-Conversion: Essence', possessor may make any of possessor's offensive actions solely Essence element.
Requires: Nonsynchronous Elemental Attack-Conversion: Essence, Adept Essence Synchronization
Cost: 6,000,000 Gold, 2 Weeks

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

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

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

Uplifted By Essence- (Passive Ability, Balanced Medium) If possessor is Essence element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Essence
Requires: Basic Understanding of the Heart of Essence
Requires: 200,000 Gold, 2 Weeks

Zonal Essence Control- (Passive Ability, Balanced Medium) Possessor may, at the start of each round, choose one Zone of Essence that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Essence, Improved Zonal Acclimation of Essence
Cost: 1,000,000 Gold, 2 Weeks




Progenitor of Species (Evolution)

Yes, Evolution is already templated up, for the most part. It doesn't have its own Moderate yet, though.

Suggested new Moderate:

Overload: Malign Mutation (Possessor takes an amount of Evolution element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Evolution)


Moving on to the trickier prospects.



Stormsmiter (Lightning)
"Lightning is a T2 nonbase weapon subtype. Its class is Stormsmiter. It is a ranged/magical hybrid class that performs chain-hit attacks that bounce from one target to another, attaches repeating attacks and offensive effects to zones, and declares rules and smites those who break them. It works well alongside Assassin, Ninja, Lawbringer, Priest, Druid, Litigamancer, Wind Duke, and Thunder Czar."
Lightning is a T2 Weapon class. There's currently two 'flavours' of T2 weapon-classes in the Ability shop, which I've dubbed 'Type 1' and 'Type 2'.
'Type 1' includes Teapot and Box and have higher bonuses than T1 classes, and 'Type 2' includes Basilisk Emblem, Ordeal and Stage and have the same bonuses as nonbase Tier 1 Weapons.

The Basic ability for Type 1 trees have 5-7 Classname prerequisites that include nonbase classes, cost 15,000,000 Gold and 5 Weeks to learn. They tend to give a +50 Attack Bonus and +50 to all stats.

The Basic ability for Type 2 trees have 9-18 Classname prerequisites that may or may not include multiple nonbase classes with more investment required to get into, cost 60,000,000 Gold and take 60 Weeks to learn. They tend to give a +6 Attack Bonus, which is the same as T1 Nonbase Weapon types. Presumably their progression would also follow the T1 Nonbase trees.


Tier Abilities

None of the T2s have Adept in their trees as of yet, so this is progressed up to Classname. I've included both type-variants, for options.
Type 1 wrote:Basic Lightning Training- (Passive Ability, Other: Stormsmiter) Possessor gains +50 Ranged Attack, +50 Magical Attack and +50 to all stats if possessor has a Lightning equipped
Not for Sale
Speculated prerequisites, based on class blurb:
Requires: Assassin, Ninja, Lawbringer, Priest, Druid, Litigamancer, Wind Duke, Thunder Czar
Cost: 15,000,000 Gold, 5 Weeks


Apprentice Lightning Training- (Passive Ability, Other: Stormsmiter) Possessor gains +500 Ranged Attack, +500 Magical Attack and +500 to all stats if possessor has a Lightning equipped
Requires: Basic Lightning Training, 3 other Stormsmiter abilities
Cost: 125,000 Gold, 2 Weeks

Stormsmiter- (Passive Ability, Other: Stormsmiter) Possessor gains +(500 * Possessor Level) Ranged Attack and +(500 * Possessor Level) Magical Attack if possessor has a Lightning equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Lightning equipped
Requires: Apprentice Lightning Training, 10 other Stormsmiter abilities
Cost: 125,000 Gold, 4 Weeks
Type 2 wrote:Basic Lightning Training- (Passive Ability, Other: Stormsmiter) Possessor gains +6 Ranged Attack and +6 Magical Attack if possessor has a Lightning equipped
Not for Sale
Speculated prerequisites:
Requires: Assassin, Ninja, Lawbringer, Priest, Druid, Geomancer, Paladin, Litigamancer, Wind Duke, Thunder Czar, Radiant Hierophant, Witness of the Divine
Cost: 60,000,000 Gold, 60 Weeks


Apprentice Lightning Training- (Passive Ability, Other: Stormsmiter) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has a Lightning equipped, Possessor gain +20 to all stats if a Lightning is equipped.
Requires: Basic Lightning Training, 3 other Stormsmiter abilities
Cost: 125,000 Gold, 2 Weeks

Stormsmiter- (Passive Ability, Other: Stormsmiter) Possessor gains +(100 * Possessor Level) Ranged Attack and +(100 * Possessor Level) Magical Attack if possessor has a Lightning equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Lightning equipped
Requires: Apprentice Lightning Training, 10 other Stormsmiter abilities
Cost: 125,000 Gold, 4 Weeks

Generic Abilities
Potentially-fitting templatable abilities for Lightning:

Lightning "X Smite"

Elements:
Air, Electrical, Energy, Fire, Hope, Light, Magic, Physical, Technology, Truth, War, Destruction, Faith, Fury, Glory, Fate, Law, Sonic, Good, Evil, Divine
(Prospective names for as-yet-unused-in-technique elemental abilities in the previous Weapon Template Abilities post)

Subtypes:
Abstract, Aerial, Angel, Animal, Aquatic, Bio-Horror, Clockwork, Daemon, Darkspawn, Demon, Deva, Devil, Horror, Human, Humanoid, Machine, Monster, Plant, Prime, Robot, Undead
(I worked off a mix of 'what might be a target for smiting', 'things that generally get struck by lightning' and 'non-Lawful variants of the same')

Techniques:
Accurate, Armor-Piercing, Banishing (and Greater), Bloody, Crippling, Crisis, Critical, Dangerous, Debilitating (and Improved), Deft, Dizzying (and Improved), Dual, Dud, Erasure (and Greater), Gravity, Hard to Disarm, Hexing (and Improved), Hungering, Impairing (and Improved), Maiming (and Improved), Painful (and Improved), Paralytic (and Improved), Powerful, Mamma Bear, Surprise, Thirsty, Unexpected, Vexatious, Wielding III, Wind-Up, X on the Run



Chaos Maestro (Arch-Quezmellym)

There's three different power bands of T2s in the Ability shop.
Ancient and Invisible have abilities with the same bonuses as T1 entity subtypes.
Most T2s have higher bonuses, including Dragon, Large Structure, Outsider and Planetary.
Exalted Wishkin and Great Beast have even higher bonuses, which are more in line with T3, power-level-wise, for some reason.

The lowest band doesn't seem to include subtypes with Deity Effects, so I'll exclude that, and something weird might be going on with the Exalted Wishkin and Great Beast classes, so I'll go off the most-common to template off.
Working off the middle band, using Planetary and Large Structure as a template, with guesses for Basic requirements (or they can be left as Not for Sale, I don't think anyone else is going to end up in this class on purpose):
Adept Chaos Maestro Knowledge- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Arch-Quezmellym summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Arch-Quezmellym
Requires: Chaos Maestro, 50 other Chaos Maestro Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks

Apprentice Chaos Maestro Knowledge- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Chaos Maestro Knowledge, 3 other Chaos Maestro abilities
Cost: 12,500,000 Gold, 2 Weeks

Basic Chaos Maestro Knowledge- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Not for Sale
Theorised requirements:
Requires: Adept Divine Magic Attunement, Adept Discordant Knowledge, Be a Deity or an Arch-Quezmellym
Cost: 60,000,000 Gold, 60 Weeks


Chaos Maestro- (Passive Ability, Other: Chaos Maestro) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Arch-Quezmellym pet only, This ability provides +250 HP and +50 to all stats of possessor's Arch-Quezmellym pets and summons per Level of possessor
Requires: Apprentice Chaos Maestro Knowledge, 10 other Chaos Maestro abilities
Cost: 12,500,000 Gold, 4 Weeks

Instruction probably works here for the 'Training' abilities, as it's on the same alignment-scale as Prime.
Working off the approved and templated Santa tree:
Advanced Arch-Quezmellym Loyalty Instruction- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain 60% Charm Resistance
Requires: Arch-Quezmellym Loyalty Instruction, Chaos Maestro
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

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

Arch-Quezmellym Instruction I- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain +20 to all stats
Requires: Basic Chaos Maestro Knowledge
Cost: 60,000 Gold, 2 Weeks

Arch-Quezmellym Instruction II- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain +100 to all stats
Requires: Arch-Quezmellym Instruction I
Cost: 100,000 Gold, 2 Weeks

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

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

Formshift: Arch-Quezmellym- (Stance Ability, Other: Chaos Maestro) Possessor's subtype becomes Arch-Quezmellym
Requires: Arch-Quezmellym Traits
Cost: 100,000 Gold, 4 Weeks

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

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

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

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

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

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

Superior Arch-Quezmellym Loyalty Instruction- (Passive Ability, Other: Chaos Maestro) Possessor's Arch-Quezmellym pets and summons gain 80% Charm Resistance
Requires: Advanced Arch-Quezmellym Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks





Sublime Presence (Divinity)

In a way, this is kind of easier to work with. It already has a Basic, which means, barring wibbly weirdness, it should be template-friendly like the other T3s. Basic Sublime Presence already exists, which is a plus (and has the same bonuses as Santa, informing the rest).
Adept Sublime Presence Knowledge- (Passive Ability, Other: Sublime Presence) Possessor's Divinity pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain a Divinity summon, Possessor's unmodified stats increase by 2,000 points if possessor is a Divinity
Requires: Sublime Presence, 50 other Sublime Presence abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

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

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

Divinities are on the Planar (Balance, Neutrality) scale along with Outsiders and Elementals, and 'Instruction' seems a bit weird for what is essentially a god-of-gods, so I'll use 'Communing' as its training-abilities name.
Advanced Divinity Loyalty Communing- (Passive Ability, Other: Sublime Presence) Possessor's Divinity pets and summons gain 60% Charm Resistance
Requires: Divinity Loyalty Communing, Sublime Presence
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

Divinity Commining I- (Passive Ability, Other: Sublime Presence) Possessor's Divinity pets and summons gain +20 to all stats
Requires: Basic Sublime Presence Knowledge
Cost: 60,000 Gold, 2 Weeks

Divinity Commining II- (Passive Ability, Other: Sublime Presence) Possessor's Divinity pets and summons gain +100 to all stats
Requires: Divinity Communing I
Cost: 100,000 Gold, 2 Weeks

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

Formshift: Divinity- (Stance Ability, Other: Sublime Presence) Possessor's subtype becomes Divinity
Requires: Divinity Traits
Cost: 100,000 Gold, 4 Weeks

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

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

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

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

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

Post by Aeromage »

So, about this thread.

[Armour] Wearer I and II abilities have been updated to the Ability Shop.
Greater Understanding and Greater Command of Astral have been updated to the Ability Shop.
The Cigar Conflict has been addressed. A copy of the full abilities is below.
Strangler, Exterminator, High Roller, Keeper, Ordeal and Basilisk Emblem abilities have been created. A copy of the full abilities is below.
New Box and Yoyo abilities have been created. A copy of the full abilities is below.
Note for Gad: I've templated out Apprentice, Adept and Expert for the trees too. Take a look, in case you wanted those milestone-abilities to have extras in them, like some weapon milestones do. I have NOT included the Classname-abilities, as those tend to vary a lot more between weapons, with different bonuses on a per-weapon-type basis. The Wealth and Commerce attack-subtrees for Cigar I'll post for review and approval below, as those elements haven't shown up in any Weapon ability tree yet. Likewise with the Moon, Truth and War attack-subtrees for Ordeal.

Accurate Cigar Use- (Passive Ability, Executive) Possessor gains +1% To Hit when a Cigar is equipped
Requires: Cigar Wielding III, Drag Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Drag- (Technique Ability, Executive) Possessor may use 'Acidic Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Cigar Training- (Passive Ability, Executive) Cigar weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Cigar Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Cigar
Requires: Executive, 50 other Executive Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

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

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

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

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

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

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

Apprentice Cigar Training- (Passive Ability, Executive) Possessor gains +50 Ranged Attack if possessor has a Cigar equipped
Requires: Basic Cigar Training, 3 other Executive abilities
Cost: 125,000 Gold, 2 Weeks

Banishing Drag- (Technique Ability, Executive) Possessor may use 'Banishing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Cigar Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Black Drag- (Technique Ability, Executive) Possessor may use 'Black Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Drag- (Technique Ability, Executive) Possessor may use 'Blustering Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Drag- (Technique Ability, Executive) Possessor may use 'Breathless Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Drag, Apprentice Cigar Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Charming Drag- (Technique Ability, Executive) Possessor may use 'Charming Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

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

Cigar Wielding III- (Passive Ability, Executive) Possessor gains +200 to all stats when a Cigar is equipped and +200 Ranged Attack when a Cigar is equipped
Requires: Cigar Wielding II, Executive
Cost: 100,000 Gold, 2 Weeks

Cluster Drag- (Technique Ability, Executive) Possessor may use 'Cluster Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Drag, Executive, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

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

Dangerous Cigar Use- (Passive Ability, Executive) Possessor gains +1% Critical when a Cigar is equipped
Requires: Cigar Wielding III, Drag Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Drag- (Technique Ability, Executive) Possessor may use 'Debilitating Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Deletion Drag- (Technique Ability, Executive) Possessor may use 'Deletion Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Drag, Apprentice Cigar Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Dissolution Drag- (Technique Ability, Executive) Possessor may use 'Dissolution Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Drag, Apprentice Cigar Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Drag- (Technique Ability, Executive) Possessor may use 'Dizzying Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

Drag Mastery- (Passive Ability, Executive) Technique Abilities from the Executive class whose name includes 'Drag' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Executive abilities that are Techniques whose name contains 'Drag'
Cost: 5,000,000 Gold, 5 Weeks

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

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

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

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

Envenomed Drag- (Technique Ability, Executive) Possessor may use 'Envenomed Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Erosion Drag- (Technique Ability, Executive) Possessor may use 'Erosion Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Drag, Executive, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Erasure Drag- (Technique Ability, Executive) Possessor may use 'Erasure Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Cigar Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

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

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

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

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

Gale Drag- (Technique Ability, Executive) Possessor may use 'Gale Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Drag, Executive, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Greater Banishing Drag- (Technique Ability, Executive) Possessor may use 'Greater Banishing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Drag, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Drag- (Technique Ability, Executive) Possessor may use 'Erasure Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Drag, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Cigar- (Passive Ability, Executive) Individuals below Level 20 may not unequip or steal possessor's equipped Cigars without possessor's permission
Requires: Cigar Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Drag- (Technique Ability, Executive) Possessor may use 'Hexing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

Hurricane Drag- (Technique Ability, Executive) Possessor may use 'Hurricane Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Drag, Adept Cigar Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Drag- (Technique Ability, Executive) Possessor may use 'Hyperadvanced Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Drag, Adept Cigar Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Drag- (Technique Ability, Executive) Possessor may use 'Hypersolvent Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Drag, Adept Cigar Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Ill Drag- (Technique Ability, Executive) Possessor may use 'Ill Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Impairing Drag- (Technique Ability, Executive) Possessor may use 'Impairing Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

Improved Charming Drag- (Passive Ability, Executive) Possessor's 'Charming Drag' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Drag
Cost: 10,000 Gold, 1 Week

Improved Debilitating Drag- (Passive Ability, Executive) Possessor's 'Debilitating Drag' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Drag
Cost: 10,000 Gold, 1 Week

Improved Dizzying Drag- (Passive Ability, Executive) Possessor's 'Dizzying Drag' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Drag
Cost: 10,000 Gold, 1 Week

Improved Envenomed Drag- (Passive Ability, Executive) Possessor's 'Hexing Drag' technique has its chance of inflicting Poison increased to 30%
Requires: Hexing Drag
Cost: 10,000 Gold, 1 Week

Improved Hexing Drag- (Passive Ability, Executive) Possessor's 'Hexing Drag' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Drag
Cost: 10,000 Gold, 1 Week

Improved Ill Drag- (Passive Ability, Executive) Possessor's 'Ill Drag' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Drag
Cost: 10,000 Gold, 1 Week

Improved Impairing Drag- (Passive Ability, Executive) Possessor's 'Impairing Drag' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Drag
Cost: 10,000 Gold, 1 Week

Improved Lazy Drag- (Passive Ability, Executive) Possessor's 'Lazy Drag' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Drag
Cost: 10,000 Gold, 1 Week

Improved Paralytic Drag- (Passive Ability, Executive) Possessor's 'Paralytic Drag' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Drag
Cost: 10,000 Gold, 1 Week

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

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

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

Lazy Drag- (Technique Ability, Executive) Possessor may use 'Lazy Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Cigar equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

Night Drag- (Technique Ability, Executive) Possessor may use 'Night Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Drag, Executive, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Paralytic Drag- (Technique Ability, Executive) Possessor may use 'Paralytic Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Cigar Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Vexatious Drag- (Technique Ability, Executive) Possessor may use 'Vexatious Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Cigar Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Drag- (Technique Ability, Executive) Possessor may use 'Void Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Drag, Adept Cigar Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Zero Drag- (Technique Ability, Executive) Possessor may use 'Zero Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Accurate Wire Use- (Passive Ability, Other: Strangler) Possessor gains +1% To Hit when a Wire is equipped
Requires: Wire Wielding III, Strangle Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Wire Training- (Passive Ability, Other: Strangler) Wire weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Wire Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Wire
Requires: Strangler, 50 other Strangler Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

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

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

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

Apprentice Wire Training- (Passive Ability, Other: Strangler) This character gains +50 Melee Attack when a Wire is equipped.
Requires: Basic Wire Training, 3 other Strangler abilities
Cost: 125,000 Gold, 2 Weeks

Armor-Piercing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Armor-Piercing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack pierces 200 Defense.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Black Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Black Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Bloody Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Bloody Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Strangle
Cost: 300,000 Gold, 2 Weeks

Blustering Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Blustering Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Breathless Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Strangle, Apprentice Wire Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Critical Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Critical Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +5% Critical.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Dangerous Wire Use- (Passive Ability, Other: Strangler) Possessor gains +1% Critical when a Wire is equipped
Requires: Wire Wielding III, Strangle Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Debilitating Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Deft Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Deft Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +5% To Hit.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Destroyer Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Destroyer Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Strangle, Adept Wire Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Dicing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Dicing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Strangle, Apprentice Wire Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

Gale Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Gale Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Strangle, Strangler, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Hard to Disarm With a Wire- (Passive Ability, Other: Strangler) Individuals below Level 20 may not unequip or steal possessor's equipped Wires without possessor's permission
Requires: Wire Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Hexing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

Hurricane Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Hurricane Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Strangle, Adept Wire Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Impact Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Impact Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Wire Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Impairing Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody Strangle- (Passive Ability, Other: Strangler) Possessor's 'Bloody Strangle' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Strangle
Cost: 10,000 Gold, 1 Week

Improved Maiming Strangle- (Passive Ability, Other: Strangler) Possessor's 'Maiming Strangle' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Strangle
Cost: 10,000 Gold, 1 Week

Improved Painful Strangle- (Passive Ability, Other: Strangler) Possessor's 'Painful Strangle' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Strangle
Cost: 10,000 Gold, 1 Week

Lazy Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Lazy Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Wire equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Maiming Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Maiming Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Strangle
Cost: 300,000 Gold, 2 Weeks

Night Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Night Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Strangle, Strangler Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Painful Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Painful Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Paralytic Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Wire Training
Cost: 300,000 Gold, 2 Weeks

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

Strangle Mastery- (Passive Ability, Other: Strangler) Technique Abilities from the Other: Strangler class whose name includes 'Strangle' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Strangler abilities that are Techniques whose name contains 'Strangle'
Cost: 5,000,000 Gold, 5 Weeks

Strong Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Strong Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Strangle, Level 20
Cost: 500,000 Gold, 2 Weeks

Sweeping Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Sweeping Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Strangle, Strangler, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

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

Void Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Void Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Strangle, Adept Wire Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Strangle- (Technique Ability, Other: Strangler) Possessor may use 'Wind Strangle' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Wire equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Wire Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Wire Wielding III- (Passive Ability, Other: Strangler) Possessor gains +200 to all stats when a Wire is equipped and +200 Melee Attack when a Wire is equipped
Requires: Wire Wielding II, Strangler
Cost: 100,000 Gold, 2 Weeks


Accurate Spray Use- (Passive Ability, Other: Exterminator) Possessor gains +1% To Hit when a Spray is equipped
Requires: Spray Wielding III, Extermination Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Acidic Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Extermination, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Spray Training- (Passive Ability, Other: Exterminator) Possessor's Spray weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Spray Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Spray
Requires: Exterminator, 50 other Exterminator Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

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

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

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

Apprentice Spray Training- (Passive Ability, Other: Exterminator) This character gains +50 Ranged Attack when a Spray is equipped.
Requires: Basic Spray Training, 3 other Exterminator abilities
Cost: 125,000 Gold, 2 Weeks

Banishing Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Banishing Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Spray Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Bubble Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Bubble Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Requires: Basic Spray Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Caustic Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Caustic Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Requires: Basic Spray Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dangerous Spray Use- (Passive Ability, Other: Exterminator) Possessor gains +1% Critical when a Spray is equipped
Requires: Spray Wielding III, Extermination Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Debilitating Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Dissolution Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Dissolution Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Extermination, Apprentice Spray Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Envenomed Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Envenomed Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

Erasure Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Erasure Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Spray Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Erosion Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Extermination, Exterminator, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

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

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

Extermination Mastery- (Passive Ability, Other: Exterminator) Technique Abilities from the Other: Exterminator class whose name includes 'Extermination' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Exterminator abilities that are Techniques whose name contains 'Extermination'
Cost: 5,000,000 Gold, 5 Weeks

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

Fountain Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Fountain Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +500 Ranged Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Extermination, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Spray- (Passive Ability, Other: Exterminator) Individuals below Level 20 may not unequip or steal possessor's equipped Sprays without possessor's permission
Requires: Spray Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Hexing Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Hypersolvent Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Hypersolvent Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Extermination, Adept Spray Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Ill Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Ill Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Inundating Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Inundating Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Extermination, Apprentice Spray Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Paralytic Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Paralytic Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Spray Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Spray Wielding III- (Passive Ability, Other: Exterminator) Possessor gains +200 to all stats when a Spray is equipped and +200 Ranged Attack when a Spray is equipped
Requires: Spray Wielding II, Other: Exterminator
Cost: 100,000 Gold, 2 Weeks

Tsunami Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Tsunami Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +2,500 Ranged Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Extermination, Adept Spray Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Extermination- (Technique Ability, Other: Exterminator) Possessor may use 'Wave Extermination' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Spray equipped. Said attack gains +300 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning ', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Extermination, Exterminator, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Accurate Dice Use- (Passive Ability, Other: High Roller) Possessor gains +1% To Hit when a Dice is equipped
Requires: Dice Wielding III, Roll Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Dice Training- (Passive Ability, Other: High Roller) Dice weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Dice weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Dice
Requires: High Roller, 50 other High Roller abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Dice Training- (Passive Ability, Other: High Roller) Possessor gains +50 Magical Attack when a Dice is equipped.
Requires: Basic Dice Training, 3 other High Roller abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Arcane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Roll, Adept Dice Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Roll- (Technique Ability, Other: High Roller) Possessor may use 'Awesome Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Roll, Apprentice Dice Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Black Roll- (Technique Ability, Other: High Roller) Possessor may use 'Black Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Roll- (Technique Ability, Other: High Roller) Possessor may use 'Blustering Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Breathless Roll- (Technique Ability, Other: High Roller) Possessor may use 'Breathless Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Roll, Apprentice Dice Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Bright Roll- (Technique Ability, Other: High Roller) Possessor may use 'Bright Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Requires: Basic Dice Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Celestial-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Celestial and gains +5% To Hit against Celestial.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

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

Cluster Roll- (Technique Ability, Other: High Roller) Possessor may use 'Cluster Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Roll, High Roller, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Roll- (Technique Ability, Other: High Roller) Possessor may use 'Code Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Dice Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Roll- (Technique Ability, Other: High Roller) Possessor may use 'Corona Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Roll, Adept Dice Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Daemon-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Daemon-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Daemon and gains +5% To Hit against Daemon.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

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

Dangerous Dice Use- (Passive Ability, Other: High Roller) Possessor gains +1% Critical when a Dice is equipped
Requires: Dice Wielding III, Roll Mastery
Cost: 2,500,000 Gold, 2 Weeks

Deletion Roll- (Technique Ability, Other: High Roller) Possessor may use 'Deletion Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Roll, Apprentice Dice Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Dice Wielding I- (Passive Ability, Other: High Roller) +5 to all stats when a Dice is equipped
Requires: Basic Dice Training
Cost: 20,000 Gold, 2 Weeks

Dice Wielding II- (Passive Ability, Other: High Roller) +25 to all stats when a Dice is equipped, +50 Magical Attack when a Dice is equipped
Requires: Dice Wielding I
Cost: 60,000 Gold, 2 Weeks

Dice Wielding III- (Passive Ability, Other: High Roller) Possessor gains +200 to all stats when a Dice is equipped and +200 Magical Attack when a Dice is equipped
Requires: Dice Wielding II, Other: High Roller
Cost: 100,000 Gold, 2 Weeks

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

Enchanted Roll- (Technique Ability, Other: High Roller) Possessor may use 'Enchanted Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Dice Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Enchanting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Roll, Apprentice Dice Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Gale Roll- (Technique Ability, Other: High Roller) Possessor may use 'Gale Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Roll, High Roller, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Glowing Roll- (Technique Ability, Other: High Roller) Possessor may use 'Glowing Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Dice- (Passive Ability, Other: High Roller) Individuals below Level 20 may not unequip or steal possessor's equipped Dice without possessor's permission
Requires: Dice Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hexing Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Dice Training
Cost: 300,000 Gold, 2 Weeks

Hurricane Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hurricane Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Roll, Adept Dice Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Roll- (Technique Ability, Other: High Roller) Possessor may use 'Hyperadvanced Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Roll, Adept Dice Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Illuminated-Hunting Roll- (Technique Ability, Other: High Roller) Possessor may use 'Illuminated-Hunting Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Dice Training
Cost: 300,000 Gold, 2 Weeks

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

Magical Roll- (Technique Ability, Other: High Roller) Possessor may use 'Magical Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

Night Roll- (Technique Ability, Other: High Roller) Possessor may use 'Night Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Roll, High Roller, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Roll Mastery- (Passive Ability, Other: High Roller) Technique Abilities from the Other: High Roller class whose name includes 'Roll' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 High Roller abilities that are Techniques whose name contains 'Roll'
Cost: 5,000,000 Gold, 5 Weeks

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

Shining Roll- (Technique Ability, Other: High Roller) Possessor may use 'Shining Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Roll, High Roller, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sorcerous Roll- (Technique Ability, Other: High Roller) Possessor may use 'Sorcerous Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Roll, High Roller, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

Void Roll- (Technique Ability, Other: High Roller) Possessor may use 'Void Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Roll, Adept Dice Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind Roll- (Technique Ability, Other: High Roller) Possessor may use 'Wind Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Dice Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Roll- (Technique Ability, Other: High Roller) Possessor may use 'Zero Roll' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Dice equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Roll, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Accurate Keyring Use- (Passive Ability, Other: Keeper) Possessor gains +1% To Hit when a Keyring is equipped
Requires: Keyring Wielding III, Gate Mastery
Cost: 2,500,000 Gold, 2 Weeks

Adept Keyring Training- (Passive Ability, Other: Keeper) Keyring weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Keyring weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Keyring
Requires: Keeper, 50 other Keeper abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

Apprentice Keyring Training- (Passive Ability, Other: Keeper) Possessor gains +50 Magical Attack when a Keyring is equipped.
Requires: Basic Keyring Training, 3 other Keeper abilities
Cost: 125,000 Gold, 2 Weeks

Arcane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Arcane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Gate, Adept Keyring Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Avalanche Gate- (Technique Ability, Other: Keeper) Possessor may use 'Avalanche Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Gate, Adept Keyring Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Gate- (Technique Ability, Other: Keeper) Possessor may use 'Awesome Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Gate, Apprentice Keyring Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Banishing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Keyring Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Black Gate- (Technique Ability, Other: Keeper) Possessor may use 'Black Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Blustering Gate- (Technique Ability, Other: Keeper) Possessor may use 'Blustering Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Brainwave Gate- (Technique Ability, Other: Keeper) Possessor may use 'Brainwave Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Gate, Other: Keeper, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Gate- (Technique Ability, Other: Keeper) Possessor may use 'Breathless Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Gate, Apprentice Keyring Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

Cluster Gate- (Technique Ability, Other: Keeper) Possessor may use 'Cluster Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Gate, Keeper, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

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

Corona Gate- (Technique Ability, Other: Keeper) Possessor may use 'Corona Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Gate, Adept Keyring Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Dangerous Keyring Use- (Passive Ability, Other: Keeper) Possessor gains +1% Critical when a Keyring is equipped
Requires: Keyring Wielding III, Gate Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

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

Deletion Gate- (Technique Ability, Other: Keeper) Possessor may use 'Deletion Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Gate, Apprentice Keyring Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

Dizzying Gate- (Technique Ability, Other: Keeper) Possessor may use 'Dizzying Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Keyring Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Enchanting Gate- (Technique Ability, Other: Keeper) Possessor may use 'Enchanting Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Gate, Apprentice Keyring Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Erasure Gate- (Technique Ability, Other: Keeper) Possessor may use 'Erasure Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Keyring Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

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

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

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

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

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

Fountain Gate- (Technique Ability, Other: Keeper) Possessor may use 'Fountain Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Gate- (Technique Ability, Other: Keeper) Possessor may use 'Gale Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Gate, Keeper, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gate Mastery- (Passive Ability, Other: Keeper) Technique Abilities from the Other: Keeper class whose name includes 'Gate' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Keeper abilities that are Techniques whose name contains 'Gate'
Cost: 5,000,000 Gold, 5 Weeks

Glowing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Glowing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Hard to Disarm With a Keyring- (Passive Ability, Other: Keeper) Individuals below Level 20 may not unequip or steal possessor's equipped Keyring without possessor's permission
Requires: Keyring Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hexing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Keyring Training
Cost: 300,000 Gold, 2 Weeks

Hurricane Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hurricane Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Gate, Adept Keyring Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Gate- (Technique Ability, Other: Keeper) Possessor may use 'Hyperadvanced Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Gate, Adept Keyring Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

Inundating Gate- (Technique Ability, Other: Keeper) Possessor may use 'Inundating Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Gate, Apprentice Keyring Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

Keyring Wielding III- (Passive Ability, Other: Keeper) Possessor gains +200 to all stats when a Keyring is equipped and +200 Magical Attack when a Keyring is equipped
Requires: Keyring Wielding II, Other: Keeper
Cost: 100,000 Gold, 2 Weeks

Magical Gate- (Technique Ability, Other: Keeper) Possessor may use 'Magical Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Mindblowing Gate- (Technique Ability, Other: Keeper) Possessor may use 'Mindblowing Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Gate, Apprentice Keyring Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Gate- (Technique Ability, Other: Keeper) Possessor may use 'Mindwipe Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Gate, Adept Keyring Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Gate- (Technique Ability, Other: Keeper) Possessor may use 'Night Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Gate, Keeper, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Psi Gate- (Technique Ability, Other: Keeper) Possessor may use 'Psi Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Rock Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rock Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rockslide Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Gate, Apprentice Keyring Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Gate- (Technique Ability, Other: Keeper) Possessor may use 'Rumbling Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Gate, Other: Keeper, Mountain King
Cost: 300,000 Gold, 2 Weeks

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

Shining Gate- (Technique Ability, Other: Keeper) Possessor may use 'Shining Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Gate, Keeper, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sorcerous Gate- (Technique Ability, Other: Keeper) Possessor may use 'Sorcerous Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Gate, Keeper, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

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

Tsunami Gate- (Technique Ability, Other: Keeper) Possessor may use 'Tsunami Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Gate, Adept Keyring Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Void Gate- (Technique Ability, Other: Keeper) Possessor may use 'Void Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Gate, Adept Keyring Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Gate- (Technique Ability, Other: Keeper) Possessor may use 'Wave Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Gate, Other: Keeper, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

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

Zero Gate- (Technique Ability, Other: Keeper) Possessor may use 'Zero Gate' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Keyring equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Gate, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Accurate Ordeal Use- (Passive Ability, Other: Arbiter of Trials) Possessor gains +1% To Hit when a Ordeal is equipped
Requires: Ordeal Wielding III, Trial Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Acidic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Adept Ordeal Training- (Passive Ability, Other: Arbiter of Trials) Ordeal weapons equipped by possessor can provide an additional +10,000 Ranged Attack, +10,000 Magical Attack and +10,000 Melee Attack before capping, Ordeal weapons equipped that provide a Magical Attack bonus provide an additional +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Ordeal
Requires: Arbiter of Trials, 50 other Arbiter of Trials abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

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

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

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

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

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

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

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

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

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

Apprentice Ordeal Training- (Passive Ability, Other: Arbiter of Trials) Possessor gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack when a Ordeal is equipped.
Requires: Basic Ordeal Training, 3 other Arbiter of Trials abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

Arcane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Arcane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Trial, Adept Ordeal Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Armor-Piercing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack pierces 200 Defense.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Avalanche Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Avalanche Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Trial, Adept Ordeal Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Awesome Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Trial, Apprentice Ordeal Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Banishing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

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

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

Black Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Black Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blitz Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Trial, Other: Arbiter of Trials, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blizzard Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Trial, Adept Ordeal Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bloody Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Trial
Cost: 300,000 Gold, 2 Weeks

Blustering Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Blustering Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bolt Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Electrical element.
Requires: Basic Ordeal Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Brainwave Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Trial, Arbiter of Trials, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Breathless Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Trial, Apprentice Ordeal Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Bright Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bright Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Light element.
Requires: Basic Ordeal Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Bubble Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Bubble Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Water element.
Requires: Basic Ordeal Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Burst Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Burst Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Trial, Other: Arbiter of Trials, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Caustic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Caustic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Acid element.
Requires: Basic Ordeal Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Charging Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Charging Trial' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Ordeal Training
Cost: 500,000 Gold, 2 Weeks

Charming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Charming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Cheery Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cheery Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Hope element.
Requires: Basic Ordeal Training, Basic Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Cluster Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Cluster Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Trial, Arbiter of Trials, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Code Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Technology element.
Requires: Basic Ordeal Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Corona Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Trial, Adept Ordeal Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Trial- (Active Ability, Other: Arbiter of Trials) This character may use Crippling Trial in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and a Ordeal is equipped. This character gains +25 Ranged Attack, +25 Magical Attack and +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Trial
Cost: 125,000 Gold, 2 Weeks

Crisis Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Crisis Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack.
Requires: Ordeal Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Critical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +5% Critical.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Current Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Current Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Trial, Apprentice Ordeal Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Dangerous Ordeal Use- (Passive Ability, Other: Arbiter of Trials) Possessor gains +1% Critical when a Ordeal is equipped
Requires: Ordeal Wielding III, Trial Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

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

Debilitating Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Debilitating Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Deft Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deft Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +5% To Hit.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Deletion Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Deletion Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Trial, Apprentice Ordeal Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Destroyer Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Destroyer Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Trial, Adept Ordeal Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

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

Dicing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dicing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Trial, Apprentice Ordeal Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dissolution Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Trial, Apprentice Ordeal Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Dizzying Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Dual Ordeal-Wielding- (Passive Ability, Other: Arbiter of Trials) Possessor gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack if possessor has two Ordeals or a Ordeal that is a Weaponx2 equipped
Requires: Apprentice Ordeal Training
Cost: 60,000 Gold, 2 Weeks

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

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

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

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

Eminent Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Eminent Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Zealous Trial, Other: Arbiter of Trials, Eternal Champion
Cost: 300,000 Gold, 2 Weeks

Enchanted Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Enchanted Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Magic element.
Requires: Basic Ordeal Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Enchanting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Trial, Apprentice Ordeal Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Energized Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Envenomed Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Erasure Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erasure Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erosion Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Trial, Other: Arbiter of Trials, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Fanatical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fanatical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Hope element, and gains '50% inflicts Zealblasted'.
Requires: Hopeful Trial, Adept Ordeal Training, Adept Hope Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Flame Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Flame Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Fire element.
Requires: Basic Ordeal Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Fountain Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Fountain Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frigid Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Trial, Apprentice Ordeal Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frost Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Ordeal Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Frozen Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gale Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Trial, Arbiter of Trials, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gigawatt Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Trial, Adept Ordeal Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Glowing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Glowing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gravity Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Ordeal Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Greater Banishing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Trial, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Erasure Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Trial, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Ordeal- (Passive Ability, Other: Arbiter of Trials) Individuals below Level 20 may not unequip or steal possessor's equipped Ordeal without possessor's permission
Requires: Ordeal Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hexing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Hopeful Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hopeful Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Requires: Eminent Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

Hungering Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hungering Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Arbiter of Trials
Cost: 500,000 Gold, 3 Weeks

Hurricane Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hurricane Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Trial, Adept Ordeal Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hyperadvanced Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Trial, Adept Ordeal Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Hypersolvent Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Trial, Adept Ordeal Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Ill Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Ill Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Impact Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Impact Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Physical element.
Requires: Basic Ordeal Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Impairing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Bloody Trial' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Trial
Cost: 10,000 Gold, 1 Week

Improved Charming Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Charming Trial' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Trial
Cost: 10,000 Gold, 1 Week

Improved Debilitating Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Debilitating Trial' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Trial
Cost: 10,000 Gold, 1 Week

Improved Dizzying Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Dizzying Trial' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Trial
Cost: 10,000 Gold, 1 Week

Improved Envenomed Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Envenomend Trial' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Trial
Cost: 10,000 Gold, 1 Week

Improved Hexing Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Hexing Trial' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Trial
Cost: 10,000 Gold, 1 Week

Improved Ill Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Ill Trial' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Trial
Cost: 10,000 Gold, 1 Week

Improved Impairing Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Impairing Trial' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Trial
Cost: 10,000 Gold, 1 Week

Improved Lazy Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Lazy Trial' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Trial
Cost: 10,000 Gold, 1 Week

Improved Maiming Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Maiming Trial' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Trial
Cost: 10,000 Gold, 1 Week

Improved Painful Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Painful Trial' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Trial
Cost: 10,000 Gold, 1 Week

Improved Paralytic Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Paralytic Trial' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Trial
Cost: 10,000 Gold, 1 Week

Improved Sticky Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Sticky Trial' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Trial
Cost: 10,000 Gold, 1 Week

Improved Tipsy Trial- (Passive Ability, Other: Arbiter of Trials) Possessor's 'Tipsy Trial' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Trial
Cost: 10,000 Gold, 1 Week

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

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

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

Inundating Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Inundating Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Trial, Apprentice Ordeal Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lazy Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lazy Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has an Ordeal equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Lightning Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lightning Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lunging Trial' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Trial, Other: Arbiter of Trials
Cost: 500,000 Gold, 2 Weeks

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

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

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

Magical Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Magical Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

Maiming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Maiming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Trial
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mamma Bear Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mindblowing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Trial, Apprentice Ordeal Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Mindwipe Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Pulse Trial, Adept Ordeal Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Night Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Night Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Trial, Arbiter of Trials, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

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

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

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

Ordeal Wielding I- (Passive Ability, Other: Arbiter of Trials) +5 to all stats when a Ordeal is equipped
Requires: Basic Ordeal Training
Cost: 20,000 Gold, 2 Weeks

Ordeal Wielding II- (Passive Ability, Other: Arbiter of Trials) +25 to all stats when a Ordeal is equipped, +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack when a Ordeal is equipped
Requires: Ordeal Wielding I
Cost: 60,000 Gold, 2 Weeks

Ordeal Wielding III- (Passive Ability, Other: Arbiter of Trials) Possessor gains +200 to all stats when a Ordeal is equipped and +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack when a Ordeal is equipped
Requires: Ordeal Wielding II, Other: Arbiter of Trials
Cost: 100,000 Gold, 2 Weeks

Overwhelming Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Overwhelming Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Trial, Adept Ordeal Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Painful Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Paralytic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Powerful Trial- (Active Ability, Other: Arbiter of Trials) This character may use Powerful Trial in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and a Ordeal is equipped. This character gains +50 Ranged Attack, +50 Magical Attack and +50 Melee Attack for purposes of this attack.
Requires: Basic Ordeal Training
Cost: 100,000 Gold, 2 Weeks

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

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

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

Psi Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Pulse Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Pulse Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Energy element.
Requires: Basic Ordeal Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

Rock Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rock Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rockslide Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Trial, Apprentice Ordeal Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Rumbling Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Trial, Arbiter of Trials, Mountain King
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

Shining Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Shining Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Trial, Arbiter of Trials, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sleeting Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Trial, Other: Arbiter of Trials, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sorcerous Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sorcerous Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Trial, Arbiter of Trials, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

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

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

Sticky Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sticky Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Stone Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Stone Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Earth element.
Requires: Basic Ordeal Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Strong Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Strong Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Surprise Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Surprise Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +1,000 Ranged Attack, +1,000 Magical Attack and +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Trial, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sweeping Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Trial, Other: Arbiter of Trials, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thirsty Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Thirsty Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Arbiter of Trials
Cost: 500,000 Gold, 3 Weeks

Thought Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Thought Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Ordeal Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tipsy Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Tipsy Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Ordeal Training
Cost: 300,000 Gold, 2 Weeks

Trial Mastery- (Passive Ability, Other: Arbiter of Trials) Technique Abilities from the Other: Arbiter of Trials class whose name includes 'Trial' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Arbiter of Trials abilities that are Techniques whose name contains 'Trial'
Cost: 5,000,000 Gold, 5 Weeks

Trial on the Run- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Trial on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Ordeal Training
Cost: 500,000 Gold, 2 Weeks

Tsunami Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Tsunami Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Trial, Adept Ordeal Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

Unexpected Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Unexpected Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack against targets that have not yet acted.
Requires: Ordeal Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Unstable Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Trial, Apprentice Ordeal Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Vexatious Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Ranged Attack, +200 Magical Attack and +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Ordeal Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Void Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Ranged Attack, +2,500 Magical Attack and +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Trial, Adept Ordeal Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wave Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Trial, Arbiter of Trials, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wind Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Ranged Attack, +100 Magical Attack and +100 Melee Attack and becomes solely Air element.
Requires: Basic Ordeal Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind-Up Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Wind-Up Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Ranged Attack, +300 Magical Attack and +300 Melee Attack and is delayed for 1 round.
Requires: Ordeal Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zealous Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Zealous Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
Requires: Cheery Trial, Apprentice Ordeal Training, Apprentice Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Zero Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Ranged Attack, +500 Magical Attack and +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Accurate Yoyo Use- (Passive Ability, Other: Trick Master) Possessor gains +1% To Hit when a Yoyo is equipped
Requires: Yoyo Wielding III, Spin Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Acidic Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Aerial-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aerial-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aerial-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Alien-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Alien-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Alien-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

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

Angel-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Angel-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Animal-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Animal-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

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

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

Apprentice Yoyo Training- (Passive Ability, Other: Trick Master) Possessor gains +50 Melee Attack when a Yoyo is equipped.
Requires: Basic Yoyo Training, 3 other Trick Master abilities
Cost: 125,000 Gold, 2 Weeks

Aquatic-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Aquatic-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

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

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

Arcane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Arcane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Spin, Adept Yoyo Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Armor-Piercing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack pierces 200 Defense.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Avalanche Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Avalanche Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Spin, Adept Yoyo Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Awesome Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Awesome Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Spin, Apprentice Yoyo Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Banishing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

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

Bio-Horror-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bio-Horror-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Black Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Black Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blitz Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Spin, Other: Trick Master, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blizzard Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Spin, Adept Yoyo Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bloody Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Spin
Cost: 300,000 Gold, 2 Weeks

Blustering Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Blustering Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Bolt Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bolt Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Requires: Basic Yoyo Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Brainwave Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Spin, Trick Master, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Breathless Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Spin, Apprentice Yoyo Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Bright Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bright Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Yoyo Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Bubble Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bubble Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Requires: Basic Yoyo Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Burst Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Burst Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable Spin, Other: Trick Master, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Caustic Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Caustic Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Acid element.
Requires: Basic Yoyo Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Charging Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Charging Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Yoyo Training
Cost: 500,000 Gold, 2 Weeks

Charming Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Charming Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Cheery Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cheery Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Hope element.
Requires: Basic Yoyo Training, Basic Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Clockwork-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Cluster Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cluster Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Spin, Trick Master, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

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

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

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

Code Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Code Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Yoyo Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Corona Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Spin, Adept Yoyo Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Spin- (Active Ability, Other: Trick Master) This character may use Crippling Spin in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Yoyo is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Spin
Cost: 125,000 Gold, 2 Weeks

Crisis Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Crisis Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack.
Requires: Yoyo Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Critical Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +5% Critical.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Cthonian-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cthonian-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Cthonian-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cthonian-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Current Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Current Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Spin, Apprentice Yoyo Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

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

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

Dangerous Yoyo Use- (Passive Ability, Other: Trick Master) Possessor gains +1% Critical when a Yoyo is equipped
Requires: Yoyo Wielding III, Spin Mastery
Cost: 2,500,000 Gold, 2 Weeks

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

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

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

Debilitating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Debilitating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Deft Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deft Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +5% To Hit.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Deletion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deletion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Spin, Apprentice Yoyo Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Demon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Demon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Destroyer Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Destroyer Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Spin, Adept Yoyo Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Deva-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deva-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

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

Devil-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Devil-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Dicing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dicing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Spin, Apprentice Yoyo Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dissolution Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Spin, Apprentice Yoyo Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dizzying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Dragon-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dragon-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Dragon-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dragon-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Dual Yoyo-Wielding- (Passive Ability, Other: Trick Master) Possessor gains +50 Melee Attack if possessor has two Yoyos or a Yoyo that is a Weaponx2 equipped
Requires: Apprentice Yoyo Training
Cost: 60,000 Gold, 2 Weeks

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

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

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

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

Eminent Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Eminent Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Zealous Spin, Other: Trick Master, Eternal Champion
Cost: 300,000 Gold, 2 Weeks

Enchanted Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanted Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Requires: Basic Yoyo Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Spin, Apprentice Yoyo Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Energized Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Envenomed Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Erasure Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erasure Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erosion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Spin, Other: Trick Master, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

Explosive Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Explosive Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo 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 Spin, Trick Master, Blazing Sultan
Cost: 300,000 Gold, 2 Weeks

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

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

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

Fanatical Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fanatical Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Hope element, and gains '50% inflicts Zealblasted'.
Requires: Hopeful Spin, Adept Yoyo Training, Adept Hope Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Fountain Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Fountain Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Frigid Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frigid Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Spin, Apprentice Yoyo Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frost Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Yoyo Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frozen Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gale Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Spin, Trick Master, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gigawatt Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gigawatt Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Spin, Adept Yoyo Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Glowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Glowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Gravity Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Gravity Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Yoyo Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Greater Banishing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Spin, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Erasure Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Spin, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Yoyo- (Passive Ability, Other: Trick Master) Individuals below Level 20 may not unequip or steal possessor's equipped Yoyo without possessor's permission
Requires: Yoyo Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hexing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Hopeful Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hopeful Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Requires: Eminent Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Horror-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Horror-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Human-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Human-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

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

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

Humanoid-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Humanoid-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Humanoid-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Hungering Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hungering Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Trick Master
Cost: 500,000 Gold, 3 Weeks

Hurricane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hurricane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Spin, Adept Yoyo Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hyperadvanced Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hyperadvanced Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Spin, Adept Yoyo Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Hypersolvent Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Spin, Adept Yoyo Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Ill Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ill Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Impact Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impact Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Yoyo Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impairing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody Spin- (Passive Ability, Other: Trick Master) Possessor's 'Bloody Spin' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Spin
Cost: 10,000 Gold, 1 Week

Improved Charming Spin- (Passive Ability, Other: Trick Master) Possessor's 'Charming Spin' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Spin
Cost: 10,000 Gold, 1 Week

Improved Debilitating Spin- (Passive Ability, Other: Trick Master) Possessor's 'Debilitating Spin' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Spin
Cost: 10,000 Gold, 1 Week

Improved Dizzying Spin- (Passive Ability, Other: Trick Master) Possessor's 'Dizzying Spin' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Spin
Cost: 10,000 Gold, 1 Week

Improved Envenomed Spin- (Passive Ability, Other: Trick Master) Possessor's 'Envenomend Spin' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Spin
Cost: 10,000 Gold, 1 Week

Improved Hexing Spin- (Passive Ability, Other: Trick Master) Possessor's 'Hexing Spin' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Spin
Cost: 10,000 Gold, 1 Week

Improved Ill Spin- (Passive Ability, Other: Trick Master) Possessor's 'Ill Spin' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Spin
Cost: 10,000 Gold, 1 Week

Improved Impairing Spin- (Passive Ability, Other: Trick Master) Possessor's 'Impairing Spin' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Spin
Cost: 10,000 Gold, 1 Week

Improved Lazy Spin- (Passive Ability, Other: Trick Master) Possessor's 'Lazy Spin' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Spin
Cost: 10,000 Gold, 1 Week

Improved Maiming Spin- (Passive Ability, Other: Trick Master) Possessor's 'Maiming Spin' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Spin
Cost: 10,000 Gold, 1 Week

Improved Painful Spin- (Passive Ability, Other: Trick Master) Possessor's 'Painful Spin' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Spin
Cost: 10,000 Gold, 1 Week

Improved Paralytic Spin- (Passive Ability, Other: Trick Master) Possessor's 'Paralytic Spin' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Spin
Cost: 10,000 Gold, 1 Week

Improved Sticky Spin- (Passive Ability, Other: Trick Master) Possessor's 'Sticky Spin' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Spin
Cost: 10,000 Gold, 1 Week

Improved Tipsy Spin- (Passive Ability, Other: Trick Master) Possessor's 'Tipsy Spin' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Spin
Cost: 10,000 Gold, 1 Week

Insect-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Insect-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Insect-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Inundating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Inundating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Spin, Apprentice Yoyo Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Large Structure-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Large Structure-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Large Structure-Slaying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Large Structure-Slaying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against Large Structures and gains +25% Critical against Large Structures, gains +5% To Hit against Large Structures, and gains 5% inflicts Instant Death against Large Structures.
Requires: Large Structure-Bane Spin, Adept Yoyo Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lazy Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lazy Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Lightning Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lightning Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Lunging Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Spin, Other: Trick Master
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Machine-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Machine-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Magical Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Magical Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

Maiming Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Maiming Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Spin
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mamma Bear Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindblowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Spin, Apprentice Yoyo Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindwipe Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Pulse Spin, Adept Yoyo Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

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

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

Night Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Night Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Spin, Trick Master, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Ooze-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ooze-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Ooze-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ooze-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Yoyo Wielding I- (Passive Ability, Other: Trick Master) +5 to all stats when a Yoyo is equipped
Requires: Basic Yoyo Training
Cost: 20,000 Gold, 2 Weeks

Yoyo Wielding II- (Passive Ability, Other: Trick Master) +25 to all stats when a Yoyo is equipped, +50 Melee Attack when a Yoyo is equipped
Requires: Yoyo Wielding I
Cost: 60,000 Gold, 2 Weeks

Yoyo Wielding III- (Passive Ability, Other: Trick Master) Possessor gains +200 to all stats when a Yoyo is equipped and +200 Melee Attack when a Yoyo is equipped
Requires: Yoyo Wielding II, Other: Trick Master
Cost: 100,000 Gold, 2 Weeks

Outsider-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Outsider-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Outsider-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Outsider-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Overwhelming Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Overwhelming Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Spin, Adept Yoyo Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Painful Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Paralytic Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Planetary-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Planetary-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Planetaries and gains +25% Critical against Planetaries.
Requires: Planetary-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Planetary-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Planetary-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Planetaries and gains +5% To Hit against Planetaries.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Plant-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Plant-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

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

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

Powerful Spin- (Active Ability, Other: Trick Master) This character may use Powerful Spin in conjunction with a 'Melee Attack' action, so long as no other technique is used and a Yoyo is equipped. This character gains +50 Melee Attack for purposes of this attack.
Requires: Basic Yoyo Training
Cost: 100,000 Gold, 2 Weeks

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

Prime-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Prime-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Psi Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Pulse Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Pulse Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Energy element.
Requires: Basic Yoyo Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Reptile-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Reptile-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Reptile-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Reptile-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Robot-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Robot-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Robot-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Rock Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rock Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rockslide Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Spin, Apprentice Yoyo Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rumbling Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Spin, Trick Master, Mountain King
Cost: 300,000 Gold, 2 Weeks

Shadow Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shadow Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Yoyo Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shapeshifter-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Shapeshifter-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shapeshifter-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Shining Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shining Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Spin, Trick Master, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sleeting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Spin, Other: Trick Master, Snow Queen
Cost: 300,000 Gold, 2 Weeks

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

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

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

Sorcerous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sorcerous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Spin, Trick Master, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

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

Spirit-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Spirit-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

Sticky Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sticky Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Stone Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Stone Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Requires: Basic Yoyo Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Strong Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Strong Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Surprise Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Surprise Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +1,000 Melee Attack against targets that have not yet acted.
Requires: Unexpected Spin, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Sweeping Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Spin, Other: Trick Master, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thirsty Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Thirsty Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Trick Master
Cost: 500,000 Gold, 3 Weeks

Thought Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Thought Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Yoyo Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tipsy Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Tipsy Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Yoyo Training
Cost: 300,000 Gold, 2 Weeks

Spin Mastery- (Passive Ability, Other: Trick Master) Technique Abilities from the Other: Trick Master class whose name includes 'Spin' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Trick Master abilities that are Techniques whose name contains 'Spin'
Cost: 5,000,000 Gold, 5 Weeks

Spin on the Run- (Technique Ability, Other: Trick Master) Possessor may use 'Spin on the Run' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Melee Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Yoyo Training
Cost: 500,000 Gold, 2 Weeks

Tsunami Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Tsunami Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Wave Spin, Adept Yoyo Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Umbral-Bane Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral-Bane Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Spin, Trick Master, Level 20
Cost: 300,000 Gold, 2 Weeks

Umbral-Hunting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral-Hunting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Yoyo Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Unexpected Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unexpected Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack against targets that have not yet acted.
Requires: Yoyo Wielding III
Cost: 300,000 Gold, 2 Weeks

Unstable Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unstable Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Spin, Apprentice Yoyo Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Vexatious Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Vexatious Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Yoyo Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Void Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +2,500 Melee Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Spin, Adept Yoyo Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wave Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundating Spin, Trick Master, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wind Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Yoyo Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind-Up Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wind-Up Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +300 Melee Attack and is delayed for 1 round.
Requires: Yoyo Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zealous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zealous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
Requires: Cheery Spin, Apprentice Yoyo Training, Apprentice Hope Synchronization
Cost: 300,000 Gold, 2 Weeks

Zero Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zero Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Spin, Level 20
Cost: 500,000 Gold, 2 Weeks

Accurate Box Use- (Passive Ability, Other: Boxmeister) Possessor gains +1% To Hit when a Box is equipped
Requires: Box Wielding III, Surprise! Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Acidic Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Armor-Piercing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack pierces 200 Defense.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Avalanche Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Avalanche Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Earth element, and gains '50% inflicts Entombed'.
Requires: Rock Surprise!, Adept Box Training, Adept Earth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Banishing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Banishing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Black Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Black Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Bloody Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Bloody Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Surprise!
Cost: 300,000 Gold, 2 Weeks

Blustering Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Blustering Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Requires: Gale Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

Box Wielding III- (Passive Ability, Other: Boxmeister) Possessor gains +200 to all stats when a Box is equipped and +200 Magical Attack when a Box is equipped
Requires: Box Wielding II, Other: Boxmeister
Cost: 100,000 Gold, 2 Weeks

Brainwave Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Brainwave Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Surprise!, Boxmeister, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Breathless Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Breathless Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Surprise!, Apprentice Box Training, Apprentice Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Bubble Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Bubble Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Water element.
Requires: Basic Box Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Caustic Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Caustic Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Acid element.
Requires: Basic Box Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Charging Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charging Surprise!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Box Training
Cost: 500,000 Gold, 2 Weeks

Charming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Crippling Surprise!- (Active Ability, Other: Boxmeister) This character may use Crippling Surprise! in conjunction with a Magical Attack, so long as no other technique is used and a Box is equipped. This character gains +25 Magical Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Surprise!
Cost: 125,000 Gold, 2 Weeks

Crisis Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Crisis Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Box equipped. Said attack gains +1,000 Magical Attack.
Requires: Box Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Critical Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +5% Critical.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Dangerous Box Use- (Passive Ability, Other: Boxmeister) Possessor gains +1% Critical when a Box is equipped
Requires: Box Wielding III, Surprise! Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Debilitating Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Deft Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Deft Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +5% To Hit.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Destroyer Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Destroyer Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Physical element, and gains '50% inflicts Wounded'.
Requires: Strong Surprise!, Adept Box Training, Adept Physical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Dicing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dicing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Surprise!, Apprentice Box Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dissolution Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dissolution Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Surprise!, Apprentice Box Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Dizzying Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Dual Box-Wielding- (Passive Ability, Other: Boxmeister) Possessor gains +50 Magical Attack if possessor has two Boxs or a Box that is a Weaponx2 equipped
Requires: Apprentice Box Training
Cost: 60,000 Gold, 2 Weeks

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

Envenomed Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Envenomed Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Erasure Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erasure Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erosion Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Surprise!, Boxmeister, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

Fountain Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Fountain Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Requires: Wave Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Gale Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Gale Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Breathless Surprise!, Boxmeister, Wind Duke
Cost: 300,000 Gold, 2 Weeks

Gravity Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Gravity Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Box Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Greater Banishing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Surprise!, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Erasure Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Surprise!, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Box- (Passive Ability, Other: Boxmeister) Individuals below Level 20 may not unequip or steal possessor's equipped Boxs without possessor's permission
Requires: Box Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hexing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

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

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

Hungering Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hungering Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Boxmeister
Cost: 500,000 Gold, 3 Weeks

Hurricane Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hurricane Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Air element, and gains '50% inflicts Suffocation'.
Requires: Blustering Surprise!, Adept Box Training, Adept Air Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Hypersolvent Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Surprise!, Adept Box Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Ill Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Ill Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Impact Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Impact Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Physical element.
Requires: Basic Box Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Impairing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Bloody Surprise!' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Surprise!
Cost: 10,000 Gold, 1 Week

Improved Charming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Charming Surprise!' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Surprise!
Cost: 10,000 Gold, 1 Week

Improved Debilitating Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Debilitating Surprise!' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Surprise!
Cost: 10,000 Gold, 1 Week

Improved Dizzying Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Dizzying Surprise!' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Surprise!
Cost: 10,000 Gold, 1 Week

Improved Envenomed Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Envenomend Surprise!' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Surprise!
Cost: 10,000 Gold, 1 Week

Improved Hexing Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Hexing Surprise!' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Surprise!
Cost: 10,000 Gold, 1 Week

Improved Ill Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Ill Surprise!' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Surprise!
Cost: 10,000 Gold, 1 Week

Improved Impairing Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Impairing Surprise!' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Surprise!
Cost: 10,000 Gold, 1 Week

Improved Lazy Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Lazy Surprise!' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Surprise!
Cost: 10,000 Gold, 1 Week

Improved Maiming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Maiming Surprise!' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Surprise!
Cost: 10,000 Gold, 1 Week

Improved Painful Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Painful Surprise!' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Surprise!
Cost: 10,000 Gold, 1 Week

Improved Paralytic Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Paralytic Surprise!' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Surprise!
Cost: 10,000 Gold, 1 Week

Improved Sticky Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Sticky Surprise!' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Surprise!
Cost: 10,000 Gold, 1 Week

Improved Tipsy Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Tipsy Surprise!' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Surprise!
Cost: 10,000 Gold, 1 Week

Inundation Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Inundation Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Surprise!, Apprentice Box Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 2 Weeks

Lazy Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Lazy Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Box equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Lunging Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Lunging Surprise!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Surprise!, Other: Boxmeister
Cost: 500,000 Gold, 2 Weeks

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

Maiming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Maiming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Surprise!
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mamma Bear Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mindblowing Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Surprise!, Apprentice Box Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Mindwipe Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Surprise!, Adept Box Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Night Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Surprise!, Boxmeister, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Painful Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Painful Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Paralytic Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Powerful Surprise!- (Active Ability, Other: Boxmeister) This character may use Powerful Surprise! in conjunction with a Magical Attack, so long as no other technique is used and a Box is equipped. This character gains +50 Magical Attack for purposes of this attack.
Requires: Basic Box Training
Cost: 100,000 Gold, 2 Weeks

Psi Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Psi Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Rock Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rock Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Requires: Rumbling Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Rockslide Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rockslide Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Surprise!, Apprentice Box Training, Apprentice Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Rumbling Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Rumbling Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Rockslide Surprise!, Boxmeister, Mountain King
Cost: 300,000 Gold, 2 Weeks

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

Sticky Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Sticky Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Stone Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Stone Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Requires: Basic Box Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Strong Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Strong Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Requires: Sweeping Surprise!, Level 20
Cost: 500,000 Gold, 2 Weeks

Surprise! Mastery- (Passive Ability, Other: Boxmeister) Technique Abilities from the Other: Boxmeister class whose name includes 'Surprise!' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Other: Boxmeister abilities that are Techniques whose name contains 'Surprise!'
Cost: 5,000,000 Gold, 5 Weeks

Surprise! on the Run- (Technique Ability, Other: Boxmeister) Possessor may use 'Surprise! on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Box Training
Cost: 500,000 Gold, 2 Weeks

Surprise Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Surprise Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Surprise!, Level 30
Cost: 300,000 Gold, 2 Weeks

Sweeping Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Sweeping Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dicing Surprise!, Boxmeister, Kinetic Emperor
Cost: 300,000 Gold, 2 Weeks

Thought Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Thought Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Box Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Thirsty Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Thirsty Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Boxmeister
Cost: 500,000 Gold, 3 Weeks

Tipsy Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Tipsy Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks

Tsunami Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Tsunami Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Water element, and gains '50% inflicts Drowning'.
Requires: Fountain Surprise!, Adept Box Training, Adept Water Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

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

Unexpected Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Unexpected Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Box Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Vexatious Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Box Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Void Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Surprise!, Adept Box Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wave Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wave Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Inundation Surprise!, Boxmeister, Ocean Prince
Cost: 300,000 Gold, 2 Weeks

Wind Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wind Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +100 Magical Attack and becomes solely Air element.
Requires: Basic Box Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

Wind-Up Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Wind-Up Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains +300 Magical Attack and is delayed for 1 round.
Requires: Box Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Accurate Basilisk Emblem Use- (Passive Ability, Other: Noetic Gorgon) Possessor gains +1% To Hit when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding III, Pattern Mastery
Cost: 2,500,000 Gold, 2 Weeks

Acidic Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Acidic Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Requires: Erosion Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Aerial-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Aerial-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Aerial-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aerial-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Alien-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Alien-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Alien-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Alien-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Animal-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Animal-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Animal-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Animal-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Aquatic-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aquatic-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Aquatic-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Aquatic-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Arcane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Arcane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Magic element, and gains '50% inflicts Manablasted'.
Requires: Magical Pattern, Adept Basilisk Emblem Training, Adept Magic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Armor-Piercing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Armor-Piercing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack pierces 200 Defense.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Awesome Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Awesome Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Pattern, Apprentice Basilisk Emblem Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Banishing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Banishing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Basilisk Emblem Wielding I- (Passive Ability, Other: Noetic Gorgon) +5 to all stats when a Basilisk Emblem is equipped
Requires: Basic Basilisk Emblem Training
Cost: 20,000 Gold, 2 Weeks

Basilisk Emblem Wielding II- (Passive Ability, Other: Noetic Gorgon) +25 to all stats when a Basilisk Emblem is equipped, +50 Magical Attack when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding I
Cost: 60,000 Gold, 2 Weeks

Basilisk Emblem Wielding III- (Passive Ability, Other: Noetic Gorgon) Possessor gains +200 to all stats when a Basilisk Emblem is equipped and +200 Magical Attack when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding II, Noetic Gorgon
Cost: 100,000 Gold, 2 Weeks

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

Bio-Horror-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bio-Horror-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Black Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Black Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Blitz Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Blitz Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Pattern, Noetic Gorgon, Thunder Czar
Cost: 300,000 Gold, 2 Weeks

Blizzard Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Blizzard Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Ice element, and gains '50% inflicts Frozen'.
Requires: Frozen Pattern, Adept Basilisk Emblem Training, Adept Ice Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Bloody Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bloody Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Pattern
Cost: 300,000 Gold, 2 Weeks

Bolt Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bolt Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Basilisk Emblem Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Brainwave Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Brainwave Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Pattern, Noetic Gorgon, Mind Lord
Cost: 300,000 Gold, 2 Weeks

Bright Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Bright Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Requires: Basic Basilisk Emblem Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Burst Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Burst Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Unstable> Pattern, Noetic Gorgon, Countess of Power
Cost: 300,000 Gold, 2 Weeks

Caustic Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Caustic Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Acid element.
Requires: Basic Basilisk Emblem Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Celestial-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Celestial-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Charging Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Charging Pattern' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Basilisk Emblem Training
Cost: 500,000 Gold, 2 Weeks

Charming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Charming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Clockwork-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Clockwork-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Clockwork-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Cluster Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Cluster Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Deletion Pattern, Noetic Gorgon, Heir to the Future
Cost: 300,000 Gold, 2 Weeks

Code Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Code Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Technology element.
Requires: Basic Basilisk Emblem Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Corona Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Corona Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Requires: Glowing Pattern, Adept Basilisk Emblem Training, Adept Light Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Crippling Pattern- (Active Ability, Other: Noetic Gorgon) This character may use Crippling Pattern in conjunction with a Magical Attack, so long as no other technique is used and a Basilisk Emblem is equipped. This character gains +25 Magical Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Requires: Powerful Pattern
Cost: 125,000 Gold, 2 Weeks

Crisis Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Crisis Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack.
Requires: Basilisk Emblem Wielding III, Crisis Zone
Cost: 500,000 Gold, 2 Weeks

Critical Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Critical Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +5% Critical.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Current Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Current Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Pattern, Apprentice Basilisk Emblem Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Daemon-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Daemon-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Dangerous Basilisk Emblem Use- (Passive Ability, Other: Noetic Gorgon) Possessor gains +1% Critical when a Basilisk Emblem is equipped
Requires: Basilisk Emblem Wielding III, Pattern Mastery
Cost: 2,500,000 Gold, 2 Weeks

Debilitating Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Debilitating Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Deft Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deft Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +5% To Hit.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Deletion Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deletion Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Pattern, Apprentice Basilisk Emblem Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Demon-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Demon-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

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

Deva-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Deva-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

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

Devil-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Devil-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Dissolution Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Dissolution Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Pattern, Apprentice Basilisk Emblem Training, Apprentice Acid Synchronization
Cost: 300,000 Gold, 2 Weeks

Dizzying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Dizzying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Dual Basilisk Emblem-Wielding- (Passive Ability, Other: Noetic Gorgon) Possessor gains +50 Magical Attack if possessor has two Basilisk Emblems or a Basilisk Emblem that is a Weaponx2 equipped
Requires: Apprentice Basilisk Emblem Training
Cost: 60,000 Gold, 2 Weeks

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

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

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

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

Enchanted Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Enchanted Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Basilisk Emblem Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Enchanting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Pattern, Apprentice Basilisk Emblem Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Energized Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Energized Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Energy element, and gains '30% inflicts Overload'.
Requires: Burst Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Envenomed Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Envenomed Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Erasure Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erasure Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Erosion Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erosion Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Dissolution Pattern, Noetic Gorgon, Caliph of Corrosion
Cost: 300,000 Gold, 2 Weeks

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

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

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

Frigid Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frigid Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Pattern, Apprentice Basilisk Emblem Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frost Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Requires: Basic Basilisk Emblem Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Frozen Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Frozen Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Gigawatt Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Gigawatt Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Electrical element, and gains '50% inflicts Electrocuted'.
Requires: Lightning Pattern, Adept Basilisk Emblem Training, Adept Electrical Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Glowing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Glowing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Gravity Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Gravity Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack and, at the end of said attack, moves its target to the front row if said target is both 5 or more Levels lower than user and below Level 80.
Requires: Basilisk Emblem Wielding III
Cost: 1,000,000 Gold, 2 Weeks

Greater Banishing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Greater Banishing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Pattern, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Greater Erasure Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Erasure Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Pattern, Level 40
Cost: 1,000,000 Gold, 2 Weeks

Hard to Disarm With a Basilisk Emblem- (Passive Ability, Other: Noetic Gorgon) Individuals below Level 20 may not unequip or steal possessor's equipped Basilisk Emblems without possessor's permission
Requires: Basilisk Emblem Wielding III
Cost: 50,000 Gold, 2 Weeks

Hexing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hexing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Human-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Human-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

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

Human-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Human-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Humanoid-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Humanoid-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Hungering Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hungering Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Other: Noetic Gorgon
Cost: 500,000 Gold, 3 Weeks

Hyperadvanced Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hyperadvanced Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Technology element, and gains '50% inflicts Antimatter'.
Requires: Zero Pattern, Adept Basilisk Emblem Training, Adept Technology Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Hypersolvent Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Hypersolvent Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Acid element, and gains '50% inflicts Dissolving'.
Requires: Acidic Pattern, Adept Basilisk Emblem Training, Adept Acid Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Ill Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Ill Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Illuminated-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Illuminated-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Impairing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Impairing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Improved Bloody Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Bloody Pattern' technique has its chance of inflicting Wounded: Bleeding increased to 30%
Requires: Bloody Pattern
Cost: 10,000 Gold, 1 Week

Improved Charming Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Charming Pattern' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Pattern
Cost: 10,000 Gold, 1 Week

Improved Debilitating Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Debilitating Pattern' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Pattern
Cost: 10,000 Gold, 1 Week

Improved Dizzying Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Dizzying Pattern' technique has its chance of inflicting Confusion increased to 30%
Requires: Dizzying Pattern
Cost: 10,000 Gold, 1 Week

Improved Envenomed Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Envenomend Pattern' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Pattern
Cost: 10,000 Gold, 1 Week

Improved Hexing Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Hexing Pattern' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Pattern
Cost: 10,000 Gold, 1 Week

Improved Ill Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Ill Pattern' technique has its chance of inflicting Diseased increased to 30%
Requires: Ill Pattern
Cost: 10,000 Gold, 1 Week

Improved Impairing Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Impairing Pattern' technique has its chance of inflicting Impaired increased to 30%
Requires: Impairing Pattern
Cost: 10,000 Gold, 1 Week

Improved Lazy Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Lazy Pattern' technique has its chance of inflicting Fatigued increased to 30%
Requires: Lazy Pattern
Cost: 10,000 Gold, 1 Week

Improved Maiming Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Maiming Pattern' technique has its chance of inflicting Wounded: Maimed increased to 30%
Requires: Maiming Pattern
Cost: 10,000 Gold, 1 Week

Improved Painful Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Painful Pattern' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Pattern
Cost: 10,000 Gold, 1 Week

Improved Paralytic Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Paralytic Pattern' technique has its chance of inflicting Paralysis increased to 30%
Requires: Paralytic Pattern
Cost: 10,000 Gold, 1 Week

Improved Sticky Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Sticky Pattern' technique has its chance of inflicting Paralysis: Sticky increased to 30%
Requires: Sticky Pattern
Cost: 10,000 Gold, 1 Week

Improved Tipsy Pattern- (Passive Ability, Other: Noetic Gorgon) Possessor's 'Tipsy Pattern' technique has its chance of inflicting Poison: Drunk increased to 30%
Requires: Tipsy Pattern
Cost: 10,000 Gold, 1 Week

Insect-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Insect-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Insect-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Insect-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Lazy Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lazy Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Fatigued.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Lightning Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lightning Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunging Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Lunging Pattern' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Requires: Charging Pattern, Other: Noetic Gorgon
Cost: 500,000 Gold, 2 Weeks

Machine-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Machine-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Machine-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Machine-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

Magical Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Magical Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Requires: Sorcerous Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

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

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

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

Maiming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Maiming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Pattern
Cost: 300,000 Gold, 2 Weeks

Mamma Bear Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mamma Bear Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Mindblowing Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mindblowing Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Pattern, Apprentice Basilisk Emblem Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Mindwipe Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Mindwipe Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Psychic element, and gains '50% inflicts Mindblasted'.
Requires: Psi Pattern, Adept Basilisk Emblem Training, Adept Psychic Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Night Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Night Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Pattern, Noetic Gorgon, Ebon Chancellor
Cost: 300,000 Gold, 2 Weeks

Overwhelming Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Overwhelming Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Energy element, and gains '50% inflicts Overload'.
Requires: Energized Pattern, Adept Basilisk Emblem Training, Adept Energy Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Painful Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Painful Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Paralytic Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Paralytic Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Pattern Mastery- (Passive Ability, Other: Noetic Gorgon) Technique Abilities from the Other: Noetic Gorgon class whose name includes 'Pattern' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Other: Noetic Gorgon abilities that are Techniques whose name contains 'Pattern'
Cost: 5,000,000 Gold, 5 Weeks

Pattern on the Run- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Pattern on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Basilisk Emblem Training
Cost: 500,000 Gold, 2 Weeks

Powerful Pattern- (Active Ability, Other: Noetic Gorgon) This character may use Powerful Pattern in conjunction with a Magical Attack, so long as no other technique is used and a Basilisk Emblem is equipped. This character gains +50 Magical Attack for purposes of this attack.
Requires: Basic Basilisk Emblem Training
Cost: 100,000 Gold, 2 Weeks

Psi Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Psi Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks

Pulse Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Pulse Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Basilisk Emblem Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Robot-Bane Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Bane Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +750 Magical Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Pattern, Noetic Gorgon, Level 20
Cost: 300,000 Gold, 2 Weeks

Robot-Hunting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Hunting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Robot-Slaying Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Robot-Slaying Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Pattern, Adept Basilisk Emblem Training, Level 40
Cost: 300,000 Gold, 2 Weeks

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

Shining Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Shining Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Pattern, Noetic Gorgon, Radiant Hierophant
Cost: 300,000 Gold, 2 Weeks

Sleeting Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sleeting Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Pattern, Noetic Gorgon, Snow Queen
Cost: 300,000 Gold, 2 Weeks

Sorcerous Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sorcerous Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Enchanting Pattern, Noetic Gorgon, Arcane Vizier
Cost: 300,000 Gold, 2 Weeks

Sticky Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Sticky Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

Surprise Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Surprise Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Requires: Unexpected Pattern, Level 30
Cost: 300,000 Gold, 2 Weeks

Thirsty Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Thirsty Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Other: Noetic Gorgon
Cost: 500,000 Gold, 3 Weeks

Thought Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Thought Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Basilisk Emblem Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 2 Weeks

Tipsy Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Tipsy Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Basilisk Emblem Training
Cost: 300,000 Gold, 2 Weeks

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

Unstable Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Unstable Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Pattern, Apprentice Basilisk Emblem Training, Apprentice Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Unexpected Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Unexpected Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.
Requires: Basilisk Emblem Wielding III
Cost: 300,000 Gold, 2 Weeks

Vexatious Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Vexatious Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Basilisk Emblem Wielding III
Cost: 700,000 Gold, 2 Weeks

Void Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Voidstruck Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +2,500 Magical Attack, becomes solely Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Pattern, Adept Basilisk Emblem Training, Adept Darkness Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Wind-Up Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Wind-Up Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +300 Magical Attack and is delayed for 1 round.
Requires: Basilisk Emblem Wielding III
Cost: 8,000,000 Gold, 2 Weeks

Zero Pattern- (Technique Ability, Other: Noetic Gorgon) Possessor may use 'Zero Pattern' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Basilisk Emblem equipped. Said attack gains +500 Magical Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Pattern, Level 20
Cost: 500,000 Gold, 2 Weeks


Has Traversed The <Terrain> list has been updated to the ability shop.
Note: Fell City, Land of Mist and Poison, Bubble Cosmos, Casino, Cosmic Web, Mirror Realm, White Void, World Tree, Divine Domain, and Storehouse of Wonders haven't been given corresponding 'Has Traversed The' abilities at this time because the properties have nonstandard pricing.

These have all been updated. The front page contents list has also been updated.

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And now some prospective Wealth and Commerce attack-abilities for the Cigar tree. Those don't exist yet, so the naming is in need of review.
Business Drag- (Technique Ability, Executive) Possessor may use 'Business Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +100 Ranged Attack and becomes solely Commerce element.
Requires: Basic Cigar Training, Basic Commerce Synchronization
Cost: 300,000 Gold, 2 Weeks

Price-Gouging Drag- (Technique Ability, Executive) Possessor may use 'Price-Gouging Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Commerce element, and gains '15% inflicts <MODERATE>'.
Requires: Business Drag, Apprentice Cigar Training, Apprentice Commerce Synchronization
Cost: 300,000 Gold, 2 Weeks

Economic Drag- (Technique Ability, Executive) Possessor may use 'Economic Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Commerce element, and gains '15% inflicts <MODERATE>', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Price-Gouging Drag, Executive, World Merchant
Cost: 300,000 Gold, 2 Weeks

Mercantile Drag- (Technique Ability, Executive) Possessor may use 'Mercantile Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Commerce element, and gains '30% inflicts <MODERATE>'.
Requires: Economic Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Stockbreaking Drag- (Technique Ability, Executive) Possessor may use 'Stockbreaking Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Commerce element, and gains '50% inflicts <MODERATE>'.
Requires: Trader's Drag, Adept Cigar Training, Adept Commerce Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Note: Commerce has no related Moderate. Suggested new Moderate:
Dissolving: Stockbroken (Possessor takes an amount of Commerce element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Commerce)






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

Costly Drag- (Technique Ability, Executive) Possessor may use 'Costly Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +200 Ranged Attack, becomes solely Wealth element, and gains '15% inflicts Dissolving: Bankrupt: Total Bust'.
Requires: Affluent Drag, Apprentice Cigar Training, Apprentice Wealth Synchronization
Cost: 300,000 Gold, 2 Weeks

Prosperous Drag- (Technique Ability, Executive) Possessor may use 'Prosperous Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +300 Ranged Attack, becomes solely Wealth element, and gains '15% inflicts Dissolving: Bankrupt: Total Bust', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Costly Drag, Executive, Coinlord
Cost: 300,000 Gold, 2 Weeks

Rich Drag- (Technique Ability, Executive) Possessor may use 'Rich Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +500 Ranged Attack, becomes solely Wealth element, and gains '30% inflicts Dissolving: Bankrupt: Total Bust'.
Requires: Prosperous Drag, Level 20
Cost: 500,000 Gold, 2 Weeks

Opulent Drag- (Technique Ability, Executive) Possessor may use 'Opulent Drag' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Cigar equipped. Said attack gains +2,500 Ranged Attack, becomes solely Wealth element, and gains '50% inflicts Dissolving: Bankrupt: Total Bust'.
Requires: Rich Drag, Adept Cigar Training, Adept Wealth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Note: Wealth's related HP-damaging Moderate is Dissolving: Bankrupt: Total Bust.
Dissolving: Bankrupt instead deals Gold damage, which might instead be more thematically appropriate for the element's related Moderate.




Prospective Moon, Truth and War attack-abilities for Ordeal, which can be templated onto other Weapons. Again, naming is subject to review. As they're all Base Elements, they're going to need to exist!

Crescent Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Crescent Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Moon element.
Requires: Basic Ordeal Training, Basic Moon Synchronization
Cost: 300,000 Gold, 2 Weeks

Moonlit Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Moonlit Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Moon element, and gains '15% inflicts <MODERATE>'.
Requires: Crescent Trial, Apprentice Ordeal Training, Apprentice Moon Synchronization
Cost: 300,000 Gold, 2 Weeks

Waxing Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Waxing Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Moon element, and gains '15% inflicts <MODERATE>', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Moonlit Trial, Other: Arbiter of Trials, Lunar Trickster
Cost: 300,000 Gold, 2 Weeks

Gibbous Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Gibbous Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Moon element, and gains '30% inflicts <MODERATE>'.
Requires: Waxing Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Lunatic Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Lunatic Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Moon element, and gains '50% inflicts <MODERATE>'.
Requires: Gibbous Trial, Adept Ordeal Training, Adept Moon Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks

Note: Moon does not have its own standalone Status Effect yet. Currently, the only Moderate that deals Moon damage is Voidstruck: Moon Mad. I suggest 'Moonstruck' as a new Base Moderate for it.


Honest Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Honest Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely Truth element.
Requires: Basic Ordeal Training, Basic Truth Synchronization
Cost: 300,000 Gold, 2 Weeks

Correction Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Correction Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely Truth element, and gains '15% inflicts Rectified'.
Requires: Honest Trial, Apprentice Ordeal Training, Apprentice Truth Synchronization
Cost: 300,000 Gold, 2 Weeks

Revelation Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Revelation Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely Truth element, and gains '15% inflicts Rectified', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Correction Trial, Other: Arbiter of Trials, Analyst of the Absolute
Cost: 300,000 Gold, 2 Weeks

Sincere Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Sincere Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely Truth element, and gains '30% inflicts Rectified'.
Requires: Revelation Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

True Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'True Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely Truth element, and gains '50% inflicts Rectified'.
Requires: Sincere Trial, Adept Ordeal Training, Adept Truth Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks



Combat Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Combat Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +100 Melee Attack, +100 Magical Attack and +100 Ranged Attack and becomes solely War element.
Requires: Basic Ordeal Training, Basic War Synchronization
Cost: 300,000 Gold, 2 Weeks

Conflict Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Conflict Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +200 Melee Attack, +200 Magical Attack and +200 Ranged Attack, becomes solely War element, and gains '15% inflicts War-Torn'.
Requires: Combat Trial, Apprentice Ordeal Training, Apprentice War Synchronization
Cost: 300,000 Gold, 2 Weeks

Battle Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Battle Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +300 Melee Attack, +300 Magical Attack and +300 Ranged Attack, becomes solely War element, and gains '15% inflicts War-Torn', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Conflict Trial, Other: Arbiter of Trials, Warmaster
Cost: 300,000 Gold, 2 Weeks

Skirmish Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Skirmish Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +500 Melee Attack, +500 Magical Attack and +500 Ranged Attack, becomes solely War element, and gains '30% inflicts War-Torn'.
Requires: Battle Trial, Level 20
Cost: 500,000 Gold, 2 Weeks

Warfare Trial- (Technique Ability, Other: Arbiter of Trials) Possessor may use 'Warfare Trial' in conjunction with a 'Ranged Attack', 'Magical Attack' or 'Melee Attack' action, so long as no other technique is used and possessor has a Ordeal equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack and +2,500 Ranged Attack, becomes solely War element, and gains '50% inflicts War-Torn'.
Requires: Skirmish Trial, Adept Ordeal Training, Adept War Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks



Templated Adepts/Experts for established trees added to from this thread:

-Trick Master-

Adept Yoyo Training- (Passive Ability, Other: Trick Master) Yoyo weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Yoyo weapons equipped that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Yoyo
Requires: Trick Master, 50 other Trick Master abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

Note: Yoyo's milestone abilites are extremely generic, so I figure there should be little issue with these.


-Noetic Gorgon-

Adept Basilisk Emblem Training- (Passive Ability, Other: Noetic Gorgon) Basilisk Emblem weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Basilisk Emblem weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Basilisk Emblem
Requires: Noetic Gorgon, 50 other Noetic Gorgon abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Basilisk Emblem Training- (Passive Ability, Other: Noetic Gorgon) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Basilisk Emblem equipped
Requires: Basic Basilisk Emblem Training, 3 other Noetic Gorgon abilities
Cost: 125,000 Gold, 2 Weeks

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

Note: Basilisk Emblem's Basic Ability is generic, so hopefully these will be fine.




Still remaining of the outstanding stuff are the Weapon Ability Templates and Transformation Ability Templates, which I'll get to when I have time later.

Something else I'll get to later are the new templatable Element abilities:

Diluted Assumption of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is <ELEMENT> element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of <ELEMENT>, Defenses that Utilize <ELEMENT>, Radiate <ELEMENT>, <CLASSNAME>
Cost: 3,000,000 Gold, 3 Weeks

Greater Command of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> 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 <ELEMENT>, Apprentice Understanding of the Heart of <ELEMENT>, <CLASSNAME>
Cost: 5,000,000 Gold, 2 Weeks

Greater Understanding of the Heart of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor's <ELEMENT> element allies gain +500 to all stats
Requires: Greater Command of <ELEMENT>, Improved Understanding of the Heart of <ELEMENT>
Cost: 5,000,000 Gold, 2 Weeks

Radiate <ELEMENT>- (Passive Ability, <CLASSNAME>) Whenever possessor absorbs Damage that is <ELEMENT> element Damage, Possessor may choose to deal 25,000 Flat <ELEMENT> element Damage to up to 10 targets
Requires: Emanate <ELEMENT>, Greater Weaponization of <ELEMENT>
Cost: 100,000 Gold, 2 Weeks
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Draconics
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Re: Capstone Tier Ability Notes

Post by Draconics »

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So it's sourced. Links are all to posts in this thread.
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
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Celas
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Re: Capstone Tier Ability Notes

Post by Celas »

New templates, crossposted from the Ability shop!

New abilities, to fill a gap, templatable to T1 and T2 elements:

Advanced Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Esoteric Wiseman, Improved Command of Mystic, Apprentice Understanding of the Heart of Mystic, Nourish Mystic
Cost: 2,500,000 Gold, 2 Weeks

Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Requires: Esoteric Wiseman, Improved Command of Mystic, Improved Understanding of the Heart of Mystic, Soothing Mystic Emanation
Cost: 2,500,000 Gold, 2 Weeks
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The Nottest of Daves
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Re: Capstone Tier Ability Notes

Post by The Nottest of Daves »

Proposal for the new element: Fundamental!

Fundamental Info Blurb: Opposes Mystic, fixes laws into place and makes reality more tech-friendly and experimentally-consistent

Class Name: Quantum Physicist

Requires:
Knowledge of Esoteric Elements

Architect
Defender: Sysadmin
Gunner
Gunner: Facility Director
Calculator
Calculator: Operative OR Calculator: Matrix Keeper (not sure which fits the theme better)
Scholar
Scholar: Hacker
Scholar: Professor

Power Trooper

Biomancer
Scientist
Thief

Heir to the Future

Gearwright
Mad Scientist
Mechanist
Reality Coder
Roboticist

Crafter
Engineer

Mystic Requirements, for reference wrote: Assassin: Magus
Controller
Sage
Scholar
Scholar: Card Mystic
Slayer: Ioun Master

Seer

Wizard
Enchanter
Summoner
Illusionist
Veilwalker
Abjurer
Diviner
Necromancer
Elementalist
Healer

Arcane Vizier

Weirdworker
Conjurer

Magewright
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