Ability Shop

This is for important threads such as rules, the shop, and the enemy list. Players should not create topics here.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Rosaline's turn. She decides to pick up a few more things to help reach a goal.
Track A wrote: Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Requires: Weaponsmith, Woodcarver, Stonecarver
Cost: 50,000 Gold, 2 Weeks

Bowyer- (Passive Ability, Smith) Bows give +30 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Requires: Apprentice Smith Proficiency, Apprentice Enchanting Attunement
Cost: 250,000 Gold, 4 Weeks

Fletcher- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Bow equipped
Requires: Bowyer
Cost: 50,000 Gold, 2 Weeks

Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
Requires: Weaponsmith
Cost: 75,000 Gold, 2 Weeks

Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks

Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Requires: Woodcarver
Cost: 25,000 Gold, 3 Weeks
Track B wrote: Absorb Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Absorbs Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

Empowered By Devastation- (Passive Ability, Other: Ruin Bringer) If possessor is Devastation 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 Devastation
Requires: Basic Understanding of the Heart of Devastation
Requires: 200,000 Gold, 2 Weeks

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

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

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

Reflect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor Reflects Devastation against sources below Level 20 if Level 20 or greater
Requires: Devastation Immunity
Cost: 500,000 Gold, 2 Weeks

Soothing Devastation Emanation- (Passive Ability, Other: Ruin Bringer) Whenever possessor absorbs Damage that is Devastation element Damage, Possessor may choose to deal 10,000 Flat Devastation element HP Healing to up to 10 targets that are Devastation element
Requires: Emanate Devastation, Nourish Devastation
Cost: 300,000 Gold, 1 Week
Total cost: 5,400,000 Gold.

Next up: Adept Enchanter, if it starts existing, more Devastation, Wealth, Commerce, Scholar.

Both tracks finish learning on the 27th of October, 2023.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Tolva grudgingly decides it's time to learn things again.
Track A wrote: Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Requires: Defensive Combat Training, Basic Unarmed Technique Attunement
Cost: 70,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Requires: Defensive Combat Training, Stance Familiarity
Cost: 200,000 Gold, 2 Weeks

Improved Defensive Fighting- (Passive Ability, Monk) Possessor gains +1,000 Defense if possessor has been attacked during this thread
Requires: Defensive Stance, Attack-Deflection Training
Cost: 300,000 Gold, 2 Weeks

Martial Defense Mastery- (Passive Ability, Monk) Possessor is Immune to individuals below Level 20
Requires: Level 30, Has Undergone More Harsh Training II, Monk's Build, Improved Defensive Fighting, Martial Artist, Melee Dodging, Tough
Cost: 500,000 Gold, 2 Weeks

Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Requires: Brawny, Toned Body, Level 5
Cost: 200,000 Gold, 2 Weeks

Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Requires: No Prerequisites
Cost: 30,000 Gold, 2 Weeks

Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Requires: No prerequisites
Cost: 250,000 Gold, 4 Weeks
Track B wrote:Fangs Draw Blood From Unwary Prey- (Technique Ability, Monk) Possessor may use 'Fangs Draw Blood From Unwary Prey' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Wounded: Bleeding.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Master of Snake Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack while in 'Snake Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Serpent's Fang, Poison-Amplifying Combat Techniques, Snake Crawls Low Upon the Ground, Snake Strikes Lethally Without Remorse, Fangs Draw Blood From Unwary Prey
Cost: 500,000 Gold, 2 Weeks

Poison-Amplifying Combat Techniques- (Passive Ability, Monk) While possessor is in 'Snake Style' stance, possessor's Poison infliction chances are increased by 30%.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Serpent's Fang- (Technique Ability, Monk) Possessor may use 'Serpent's Fang' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Poison.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks

Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Requires: Snake Style, Warrior, Shadow Blade
Cost: 200,000 Gold, 2 Weeks
Total cost: 3,350,000 Gold.

Both finish training on the 8th of September, 2023.
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Re: Ability Shop

Post by Aeromage »

Viren comes back around.
Track A wrote: -Flux Baron-

Lycanthrope's Bite- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform' or 'Form of', possessor's 'Melee Attack' actions may gain '30% inflicts Diseased: Lycanthropy'
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Resistant to Secondary Instances of Lycanthropy- (Passive Ability, Flux Baron) Possessor gains Diseased: Lycanthropy Immunity
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Virulent Lycanthropy- (Passive Ability, Flux Baron) Possessor's chances of inflicting Diseased: Lycanthropy are increased by 20%
Requires: Lycanthrope's Bite
Cost: 2,000,000 Gold, 2 Weeks

Wereform: Weregoat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR and +2 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Goat
Cost: 5,000,000 Gold, 5 Weeks



-Living Legend-

A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to '<Possessor Name>'s Companion the <Pet Name>'
Requires: A Name Etched In History, Legends Are Always Remembered, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Requires: A Titan Among Men
Cost: 3,000,000 Gold, 2 Weeks

A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
Requires: Basic Understanding of the Heart of Glory, Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks

Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks

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

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

Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Requires: Basic Glory Synchronization
Cost: 3,000,000 Gold, 2 Weeks

Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Requires: A Companion Remembered Forever
Cost: 2,000,000 Gold, 2 Weeks

Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Requires: Champion of the Tales, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks

Legends Are Always Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, is unique, and dies, possessor may sacrifice possessor's buff slots to give a willing a buff that provides 3 buff slots that does not stack
Requires: Empowered by the Stories
Cost: 3,000,000 Gold, 2 Weeks

Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks

Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Requires: A Titan Among Men, Apprentice Weaponization of Glory, Living Legend
Cost: 2,000,000 Gold, 2 Weeks

Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Requires: Champion of the Tales
Cost: 3,000,000 Gold, 2 Weeks

Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Requires: Footnotes Without Consequence, Level 40
Cost: 5,000,000 Gold, 2 Weeks

The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
Requires: Legends Do Not Falter
Cost: 3,000,000 Gold, 2 Weeks

Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values
Requires: Armed With Legends, Empowered by the Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks

Inundation Track wrote: Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks

Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Requires: Control of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks

Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Requires: Basic Weaponization of Evolution, Control of Evolution, Reflect Evolution
Cost: 5,000,000 Gold, 2 Weeks

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

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

Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Requires: Emanate Evolution, Defenses that Utilize Evolution, Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Requires: Basic Evolution Synchronization, Scholar
Cost: 5,000,000 Gold, 2 Weeks

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

Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks

Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Requires: Adaptable Body and Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Requires: Defenses that Utilize Evolution
Cost: 5,000,000 Gold, 2 Weeks

Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural stats are 10 points higher for each 100 points worth of bonuses to stats its summoner possessed due to buffs at the time of summoning, to being a max of 2,000 points higher
Requires: Progenitor of Species, Scholar
Cost: 5,000,000 Gold, 2 Weeks

Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks

Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks

Total cost: 88,920,000 (Volatilis pays)


Track A finishes on April 12, 2024.
Inundation Track finishes on the 15th of December, 2023.
Pathaky
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Re: Ability Shop

Post by Pathaky »

Gotta kick some dust off here. On phone-mode, will try to clean this up later.

I'm claiming my weeks from Carlos Alvarez here (4 more protector weeks) to Nole.

I'm also claiming my Darkness Chosen weeks for Roy! (2 ebony chancellor weeks).

Phaedra gains 1 Resonant Historian week for May.
Pathaky
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Posts: 263
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Re: Ability Shop

Post by Pathaky »

June Monthly Bits!

Nole uses:

*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 21 times as of June 2023

to gain 4 more Warrior weeks. (This bumps the usages up to 21 times)

--

Roy gets 2 Ebon Chancellor weeks from:

*Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +86,500 Defense against Darkness, 60% Darkness Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Light-element targets, Possessor (Absorbs Darkness, Reflects Darkness, and possesses Darkness Immunity) against sources below Level 40, Possessor gains the element Darkness, Possessor gains 2 additional Ebon Chancellor bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Darkness element

Phaedra receives 1 Resonant Historian Week
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Re: Ability Shop

Post by Pathaky »

Nole posts some new abilities to chug through:

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

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

Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wanderer, 50 other Wanderer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Total cost for Track A: 15,000,000 Gold and 30 weeks, to finish on: 1 January 2024.

Track B:
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Requires: Spatial Immunity
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial
Cost: 125,000 Gold, 2 Weeks

Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Requires: Basic Spatial Resistance
Cost: 200,000 Gold, 2 Weeks

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

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

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

Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial 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 Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Requires: Zonal Spatial Control, Reality Arranger
Cost: 500,000 Gold, 2 Weeks

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

Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Requires: Reality Arranger, Control of Spatial, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Requires: Defenses that Utilize Spatial, Basic Acceleration Within Spatial's Domain
Cost: 1,000,000 Gold, 2 Weeks

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

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

Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks
Using his remaining Reality Re-Arranger Bonus week to reduce to the total to: 16,755,000 Gold and 52 weeks, to finish on Sunday June 02, 2024.

Total gold cost for this post is 31,755,000 Gold, payable by Ave.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Roy's turn.

Track A Begins:
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Basic Illusion Magic Attunement, 3 other Illusionist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement
Cost: 125,000 Gold, 3 Weeks

Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Requires: Convincing Liar
Cost: 200,000 Gold, 2 Weeks

Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Fake Defense
Cost: 200,000 Gold, 2 Weeks

Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Requires: Apprentice Illusion Magic Attunement, Convincing Liar
Cost: 300,000 Gold, 3 Weeks

False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Requires: Honeyed Words
Cost: 200,000 Gold, 2 Weeks

Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Requires: Convincing Liar
Cost: 200,000 Gold, 2 Weeks

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

Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks

Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement, 10 other Illusionist abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Requires: Mask True Power
Cost: 200,000 Gold, 3 Weeks

Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Requires: Form-Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Requires: Convincing Liar, Basic Shadow Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Illusionist, Basic Self-Veiling, Convincing Liar
Cost: 18,000,000 Gold, 2 Weeks

Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Requires: Basic Unreality Sculpting, Level 15
Cost: 300,000 Gold, 2 Weeks
for a total of 22,485,000 gold and 54 weeks, to finish on Sunday June 16, 2024.

Track B:
Ebon Chancellor:

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

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

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

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

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

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

Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness 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 Darkness
Requires: Basic Understanding of the Heart of Darkness
Requires: 200,000 Gold, 2 Weeks

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

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

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

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

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

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

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

Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Requires: Basic Darkness Resistance
Cost: 40,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

Umbramancer:

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks
Using 12 Ebon Chancellor Bonus Weeks to reduce to the total for Track B to: 15,280,000 Gold and 38 weeks. finishing on: Sunday February 25, 2024.

Total gold cost for this post: 37,565,000 Gold, payable by Ave.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Vrishni's up.

Track A begins:
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Requires: Armored Mobility
Cost: 60,000 Gold, 2 Weeks

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Requires: Basic Light Armor Mastery, 3 other Protector abilities
Cost: 125,000 Gold, 2 Weeks

Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Requires: Light Armor Use I
Cost: 80,000 Gold, 2 Weeks

Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks

Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Requires: Underwater Armor Use
Cost: 380,000 Gold, 2 Weeks

Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Requires: Armored Mobility, Water Scale Defensive Art
Cost: 60,000 Gold, 2 Weeks

Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor
Requires: Apprentice Light Armor Mastery
Cost: 80,000 Gold, 3 Weeks

Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Requires: Apprentice Light Armor Mastery, 10 other Protector abilities
Cost: 125,000 Gold, 4 Weeks
He's going to be using Basic, Improved, and Greater Spheres, combo'd through the grapevine (and Nole) to get and consume 15 Protector weeks.

That brings Track A's total costs to 10 weeks and 1,130,000 Gold, to finish on August 14, 2023

Track B:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 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

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

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

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

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

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

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: 100,000 Gold, 1 Weeks

Flame Punch- (Technique Ability, Combatant) Possessor may use 'Flame Fist' 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: 100,000 Gold, 1 Weeks

Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks
He uses 15 spheres courtesy of Nira and consumes the weeks for a total of 6,970,000 Gold and 10 weeks, to finish on August 14, 2023

Total gold cost for this post: 8,100,000 Gold.

Vrishni gains the awards:
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector

Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Ave's up. He begins:
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

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

Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks

Steadfast Legion's Shieldwall Stance- (Stance Ability, Defender) Possessor, if possessor has a Shield equipped, gains +100 Defense for every ally who is also in Steadfast Legion's Shieldwall Stance with a Shield equipped, to a max of 20 such allies.
Requires: Defensive Stance
Cost: 40,000 Gold, 3 Weeks

Stone Shield Stance- (Stance Ability, Defender) +50 Defense against Earth if a non-Earth element Shield is equipped or +500 Defense against Earth if an Earth element Shield is equipped, 10% Earth Resistance, 20% Air Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Requires: Defensive Stance
Cost: 80,000 Gold, 3 Weeks

Wind Shield Stance- (Stance Ability, Defender) +50 Defense against Air if a non-Air element Shield is equipped or +500 Defense against Air if an Air element Shield is equipped, 10% Air Resistance, 20% Earth Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks
For a total of 450,000 gold and 20 weeks on Monday October 23, 2023. (This is, for my own notes, him buying out every Defender Ability in the shop that's in-stock.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Onto Eva, who is learning martial arts to go with her Beast Forms:

She begins:
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Howling Rage- (Technique Ability, Monk) Possessor may use 'Howling Rage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action's performer gains a buff at the start of said action that stacks 3 times that lasts 5 rounds that provides +500 Melee Attack, +500 STR, and +5% Critical.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Blades of the Wolf Pack, Wolf Takedown, Howling Rage, Wolf Hunts With Allies, Wolf's Sudden Lunge
Cost: 500,000 Gold, 2 Weeks

Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks

Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
14 weeks, 1,800,000 gold. Finishing Monday September 11, 2023
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Einarr needs to queue up some abilities. He does so:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

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

Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks

Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Requires: Human Instruction II
Cost: 300,000 Gold, 2 Weeks

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

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

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

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

Basic Army Tactics- (Passive Ability, General) Possessor's Human allies who are units gain +200 Defense and deal 2,000 additional Damage as a non-stacking bonus
Requires: Command Human Troops, Offensive Human Instruction I, Defensive Human Instruction I
Cost: 200,000 Gold, 2 Weeks

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

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

Drill Sergeant- (Passive Ability, General) Possessor's Human pets and summons gain +250 to all stats as a non-stacking bonus, Possessor's Human summons have a 15% lower chance of being uncontrolled
Requires: Basic Army Tactics, Speed-Focused Human Instruction II
Cost: 200,000 Gold, 2 Weeks

Experienced In Commanding Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +500 to all stats as a non-stacking bonus
Requires: Basic Army Tactics, Command Human Troops, Offensive Human Instruction II, Defensive Human Instruction II
Cost: 20,000 Gold, 5 Weeks

General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Requires: Apprentice General Knowledge, 10 other General abilities
Cost: 125,000 Gold, 4 Weeks
for a total of 1630000 gold and 37 weeks, finishing on: Sunday February 25, 2024.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Next up I have to manage the learning queues of my dysfunctional ball of Enigmas. First up, Crazy Roy Montero, Whose Deals You Can't Believe!

He begins learning:
Accessory Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Accessories
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Requires: Item Salesman
Cost: 50,000 Gold, 2 Weeks

Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Requires: Consumable Salesman
Cost: 50,000 Gold, 2 Weeks

Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Requires: Consumable Salesman
Cost: 50,000 Gold, 2 Weeks

Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Requires: Apprentice Merchant Proficiency
Cost: 500,000 Gold, 3 Weeks

Knowledge of Logistics and Supply Chain Management- (Passive Ability, Merchant) Possessor's 'Trade' actions may not be countered by opponents below Level 20.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks
For a total of 4,190,000 gold and 38 weeks, finishing on: Sunday March 10, 2024. Payment off Ave.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Next up is <ERROR> Flynn, who will be entering a period of hibernation as he sorts through his junk code and discovers what's at the core of a badly copied copy of a character from an old swashbuckling video game.
Apprentice Affinity to Healing Via Null- Whenever possessor obtains HP Healing or MP Healing, said amount is decreased by 1,000 points if possessor is Null element
Requires: Basic Affinity to Healing Via Null
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons obtain -250 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor obtains -500 Defense if possessor is Null element
Requires: Basic Defenses Against Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all base elements if possessor is Null element
Requires: Basic Null Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -50 to all stats for each item possessor has equipped if possessor is Null element, Possessor's pets and summons gain -250 to all stats if possessor is Null element
Requires: Basic Null Synchronization, 3 other Hollow Man abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -100 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 500 points if possessor is Null element
Requires: Basic Weaponization of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor gains -500 to all stats
Requires: Basic Zonal Acclimation of Null
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Null's Dominion- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -25 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Null
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 500 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -50 to all stats if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -50 Defense if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 1% Weakness to all base elements if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -10 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 50 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor gains -50 to all stats while in a Zone of Null
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Control of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions have a 20% chance of being cancelled, with things that would occur before and after those actions still occurring
Requires: Null Manipulation
Cost: 500,000 Gold, 2 Weeks

Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -500 Defense if possessor is Null element
Requires: Basic Null Synchronization, Basic Defenses against Null, Basic Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Elemental Attack-Conversion: Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Attack-Conversion: Null' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Null element; it does not count against the maximum number of techniques that may be used as part of said action. Said action loses all its elements.
Requires: Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Invocation of Null' in conjunction with an 'Elemental Attack' action if possessor is Null element; it does not count against the number of techniques that may be used as part of said action. Said action gains -500 Melee Attack, -500 Magical Attack, and -500 Ranged Attack.
Requires: Improved Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Empowered By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Mind Restore at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Hollow Man- (Passive Ability, Other: Hollow Man) Possessor obtains -(1,000 * Possessor Level) to all stats if possessor is Null element
Requires: Apprentice Null Synchronization, 10 other Hollow Man abilities
Cost: 125,000 Gold, 4 Weeks

Improved Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 5,000 points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null
Cost: 500,000 Gold, 2 Weeks

Improved Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -1,000 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -5,000 Defense if possessor is Null element
Requires: Apprentice Defenses Against Null, Basic Null Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -2,000 Defense if possessor is Null element
Requires: Apprentice Null Synchronization, Improved Defenses against Null, Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 10% Weakness to all base elements if possessor is Null element
Requires: Apprentice Null Resistance, Basic Defenses against Null
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies obtain -250 to all stats if possessor is Null element
Requires: Improved Command of Null, Apprentice Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 5,000 points if possessor is Null element
Requires: Apprentice Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -1,000 to all stats
Requires: Apprentice Zonal Acclimation of Null
Cost: 500,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Null- (Passive Ability, Other: Hollow Man) Possessor (always counts as being in a Zone of Null and always considers its most-recent action to have been solely Null element) while possessor is Null element
Requires: Elemental Attack-Conversion: Null
Cost: 500,000 Gold, 2 Weeks

Nourished By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of being losing the status effect Rejuvenation at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Nourish Null- (Passive Ability, Other: Hollow Man) Whenever possessor deals HP or MP healing, possessor deals 300 fewer points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null, Nourished by Null
Cost: 200,000 Gold, 2 Weeks

Null Immunity- (Passive Ability, Other: Hollow Man) Possessor cannot be Immune to elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Improved Null Resistance, Hollow Man, Level 20
Cost: 500,000 Gold, 2 Weeks

Null Manipulation- (Passive Ability, Other: Hollow Man) At the start of each round, if possessor is Null element, possessor loses all buffs that possessor possesses
Requires: Apprentice Null Synchronization, 5 other Hollow Man abilities
Cost: 400,000 Gold, 3 Weeks

Partial Channeling of the Wrath of Null- (Passive Ability, Other: Hollow Man) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions have their chances of inflicting moderate negative status effects reduced by 5% if possessor is Null element
Requires: Basic Null Resistance, Basic Weaponization of Null
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all moderate negative status effects if possessor is Null element
Requires: Basic Null Resistance
Cost: 40,000 Gold, 2 Weeks

Reflect Null- (Passive Ability, Other: Hollow Man) Possessor cannot Reflect elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Null Immunity
Cost: 500,000 Gold, 2 Weeks

Stability Within Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains a 25% weakness to minor negative status effects
Requires: Basic Understanding of the Heart of Null, Defenses that Utilize Null
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor and all individuals whose stats are linked to possessor's gain -200 to all stats if possessor is Null element
Requires: Improved Understanding of the Heart of Null
Cost: 200,000 Gold, 2 Weeks

Uplifted By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Elevated at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Zonal Null Control- (Passive Ability, Other: Hollow Man) While possessor is Null element, possessor counts as being in no Zones that are not Null element that were created by possessor or possessor's allies
Requires: Control of Null, Improved Zonal Acclimation of Null
Cost: 1,000,000 Gold, 2 Weeks
For a total of 11,345,000 Gold and 85 Weeks, to finish on: Sunday January 26, 2025.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

The Music, Conceptual That It Is, continues to operate as the workhorse for the shared skillset of the cluster to refine the Concept of them all being better at what they want to do.
Wanderer:

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

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

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

Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Requires: None
Cost: 50,000 Gold, 2 Weeks

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

Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Requires: Short-Distance Self-Teleportation
Cost: 200,000 Gold, 2 Weeks

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

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

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks


Veilwalker:
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks
For a total of 1,595,000 Gold and 27 Weeks. Finishes on: Sunday December 17, 2023
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Orihalcum-Chan's Turn!
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks

Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Requires: Artist
Cost: 300,000 Gold, 3 Weeks

Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks
1380000 Gold, 40 Weeks. Finishes on Sunday March 17, 2024!
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Finally, Phaedra:
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks

Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks

Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks

Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Requires: Chronospell Boost
Cost: 100,000 Gold, 2 Weeks

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

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

Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks

Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks

Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Requires: Trigger Spell, Slowing Spell
Cost: 5,000,000 Gold, 2 Weeks

Hasting Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Hasting Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Augmented: Haste.
Requires: Chronospell Boost, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks

Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks

Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks

Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks

Inevitable Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Inevitable Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action, as well as the next action performed by possessor that involves possessor casting a Chronomancy spell that possessor cast as part of said action, may not be countered by individuals below Level 60
Requires: Basic Offensive Shaping of Chronomantic Technique, Basic Defensive Shaping of Chronomantic Technique, Focused Chronomancy Casting
Cost: 300,000 Gold, 2 Weeks

Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks

Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks

Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks

Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.
Requires: Delayed Spell, Improved Chronospell Boost
Cost: 500,000 Gold, 2 Weeks

Wizard:
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks

Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week

Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks

[/quote

44 Weeks. 17,300,000 Gold. Finishing on: Sunday April 14, 2024.
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit:

Track A:

Kit will learn:


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

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


Cost: 425,000 gold, 6 weeks,
To finish on
Monday Jul 24, 2023

Track B:


Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Requires: Aura Strike, Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Requires: Basic Aura Training, Basic Channeling Attunement
Cost: 40,000 Gold, 2 Weeks

Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Requires: Aura Strike, Basic Force Magic Attunement
Cost: 200,000 Gold, 2 Weeks



Cost:
320,000 gold, 6 weeks
To finish on
Monday Jul 24, 2023
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Armocida
Arena Sergeant
Posts: 259
Joined: Sat Mar 20, 2021 9:33 pm

Re: Ability Shop

Post by Armocida »

Rukathal begins a manifestation!!!

Kasa-Obake

Weather Guard- Possessor may ignore damage and status effects with sources that are effects attached to zones that come from sources below Level 40, Constant Effect

Surprise Attack- Possessor's damage-dealing offensive actions deal an additional 8,000 damage to individuals who have not yet acted during battle provided, Constant Effect

Abilities-

Kick- 4,200 Damage, Physical, 0 MP

Ram- 4,200 Damage, Physical, 0 MP

Punch- 4,200 Damage, Physical, 0 MP

Lick- 3,000 Damage, 100% inflicts Paralyzed, Acid, 0 MP

Laugh- 70% inflicts Confusion: Fear, Air & Darkness, 500 MP

Deadly Lick- 3,500 Damage, 200% inflicts Paralyzed, Stat Drain, Stat Drain: CON Drain, Stat Drain: STR Drain, Hexed, and Poison, Acid or Acid &
Darkness, 9,500 MP

Weather Shield- Target gains +1,000 Defense against damage that comes from effects attached to zones and 20% Minor Status Effect Resistance against effects that come from effects attached to zones, stacks 10 times, Water & Air, 8,000 MP

18 weeks 144,000,000 gold to finish 10/16/2023
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Elyion has Basic Time Synchronization, via the method of her return to existence!

She needs to flesh that out.

Celas and Caelum team up to combo 150 Essence Sphere: Botanist into 15 Temporal Primarch Bonus Weeks.

She trains, with some bonus weeks:
Apprentice Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Requires: Basic Time Synchronization, 3 other Temporal Primarch abilities
Cost: 125,000 Gold, 2 Weeks

Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Requires: Apprentice Time Synchronization
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Requires: Basic Time Synchronization, Diviner
Cost: 3,000,000 Gold, 2 Weeks

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

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

Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Requires: Basic Defenses Against Time
Cost: 100,000 Gold, 2 Weeks
Subtotal: 4,400,000 Gold, 24 Weeks


She's also going to need a little Certainty for what's coming up:

Celas gets a-comboing again. 15 Essence Sphere: Botanist turns to 15 Analyst of the Absolute Weeks. Dulcinea also turns 30 Purity into 5 Attunement Book: Analyst of the Absolute
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Truth Synchronization, 10 other Analyst of the Absolute abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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

Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

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

Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Requires: Apprentice Divining Attunement, Basic Truth Synchronization
Cost: 100,000 Gold, 2 Weeks
Subtotal: 830,000 Gold, 26 Weeks

This, too:
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Requires: Scholar, Basic Understanding of Dimensional Mana Patterns, Basic Knowledge of Dimensional Connectivity, Basic Knowledge of Common Dimensional Traits
Cost: 500,000 Gold, 4 Weeks
15 Spheres, 30 Purity = 5 Books.
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week

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

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

Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks

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

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

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks

Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 2 Weeks

Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Temporal Primarch, Establish Dimensional Portal
Cost: 60,000,000 Gold, 2 Weeks
Subtotal: 76,845,000 Gold, 20 Weeks


She starts training in real-time:

Track A:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks

Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Subtotal: 225,000 Gold

Track B:
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Understanding of Common Practices of Theoretical Magic, Fast Casting
Cost: 30,000,000 Gold, 5 Weeks

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

Subtotal: 35,050,000 Gold


This post costs, in total:
Costs: 117,850,000 Gold (El pays), 19 of Elyion's Generic Bonus Weeks (leaving 83), 180 of Celas's Essence Sphere: Botanist, and 60 of Dulcinea's Purity.

Will finish training on 2023-08-08

and grants the awards

Has Consumed 5 Essence Sphere: Temporal Primarch
Has Consumed 5 Improved Essence Sphere: Temporal Primarch
Has Consumed 5 Greater Essence Sphere: Temporal Primarch
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Attunement Book: Analyst of the Absolute
Has Consumed 5 Attunement Book: Wanderer
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Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Anathema cashes in 15 of Celas's Essence Sphere: Botanist, comboing off Vrishni to become Mountain King spheres. Also 30 of Dulcinea's Purity into 5 Attunement Texts.

Those 20 Weeks get used to instantly learn:
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Requires: Basic Defenses Against Earth
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

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

Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20
Requires: Apprentice Gate Magic Synchronization, Apprentice Earth Synchronization, Apprentice Zonal Acclimation of Earth, Basic Acceleration Within Earth's Domain
Cost: 500,000 Gold, 2 Weeks
Takes 17 Mountain King Bonus Weeks, leaving 3
Costs: 1,120,000 Gold

And now for a big one.
150 of Celas's Essence Sphere: Botanist once again get bounced off Caelum to become 15 Temporal Primarch Bonus Weeks.
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

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

Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Requires: Aging Touch, Improved Weaponization of Time
Cost: 2,000,000 Gold, 2 Weeks

Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Requires: Basic Weaponization of Time
Cost: 1,000,000 Gold, 2 Weeks

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

Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time
Cost: 125,000 Gold, 2 Weeks

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

Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Requires: Basic Time Resistance
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Requires: Apprentice Time Synchronization
Cost: 500,000 Gold, 2 Weeks

Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Requires: Adept Temporaral Primarch
Cost: 50,000,000 Gold, 3 Weeks

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

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

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

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

Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Requires: Knowledge of Esoteric Elements
Cost: (100,000,000 Gold, 60 Weeks if Chronomancer is not possessed) OR (100,000,000 Gold, 2 Weeks if Chronomancer is possessed)

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

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

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

Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Requires: Basic Time Synchronization, Diviner
Cost: 3,000,000 Gold, 2 Weeks

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

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

Detachable Secondary Timestream- (Passive Ability, Other: Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Requires: Asynchronous Timestream, Bank Actions, Reflect Time, Time Manipulation, Personal Time-Preservation
Cost: 90,000,000 Gold, 2 Weeks

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

Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Requires: Asynchronous Timestream
Cost: 500,000 Gold, 2 Weeks

Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Requires: Doublespeed Recovery (Minor), Temporal Primarch, Level 20
Cost: 5,000,000 Gold, 2 Weeks

Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Requires: Temporal Primarch, Level 40
Cost: 40,000,000 Gold, 2 Weeks

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

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

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

Empowered By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time 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 Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 Gold, 2 Weeks

Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Requires: Asynchronous Timestream, Basic Acceleration in Time's Domain
Cost: 300,000 Gold, 2 Weeks

Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Requires: Aging Blow, Wearing the Cloth of Ages, Meditative Assumption of Time
Cost: 60,000,000 Gold, 2 Weeks

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

Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Requires: Aging Blow, Improved Weaponization of Time, Level 40
Cost: 26,000,000 Gold, 2 Weeks

Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Requires: Undo, Wearing the Cloth of Ages, Level 20
Cost: 8,000,000 Gold, 2 Weeks

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

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

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

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

Improved Hasting- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Requires: Apprentice Time Synchronization, Time Manipulation
Cost: 3,000,000 Gold, 2 Weeks

Improved Slowing- (Passive Ability, Other: Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Requires: Improved Weaponization of Time
Cost: 3,000,000 Gold, 2 Weeks

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

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

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

Infinite Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains the element Time while in Temporal Primarch stances
Requires: Meditative Assumption of Time, Adept Time Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Keeper of Temporal Hourglasses- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the status effect Doomed (but not its sub-status effect), if coming from a source of lower Level than possessor, may not kill possessor or possessor's allies without possessor's permission
Requires: Timesand Keeper, Adept Time Synchronization, Abjurer, Magewright, Nullify Time, Time Immunity, Time Manipulation
Cost: 50,000,000 Gold, 3 Weeks

Makes an Incessant Ticking Sound- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may choose to have a 30% chance of inflicting Fatigued: Stress on each opponent
Requires: Emanate Time
Cost: 300,000 Gold, 2 Weeks

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

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

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

Personal Time-Preservation- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Requires: Defenses that Utilize Time, Basic Acceleration Within Time's Domain
CosT: 3,000,000 Gold, 2 Weeks

Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Requires: Diviner, Temporal Primarch, Defenses that Utilize Time
Cost: 30,000,000 Gold, 1 Week

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

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

Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Requires: Time-Consuming Strike, Basic Acceleration Within Time's Domain
Cost: 30,000,000 Gold, 2 Weeks

Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

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

Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Requires: Meditative Assumption of Time, Unaging
Cost: 200,000 Gold, 2 Weeks

Shatter Temporal Hourglass- (Active Ability, Other: Temporal Primarch) Possessor, if Time element, may spend an action to have a 100% chance of inflicting Instant Death: Doomed and Suffocation: No Future on a target below Level 80 that is not greater Level than possessor, is not Time element, and does not possess Time Resistance, Immunity, Absorption, or Reflection
Requires: Keeper of Temporal Hourglasses, Crusher OR Warlock OR Enchanter, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Shielded by Personal History- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Requires: Defenses that Utilize Time, Temporal Primarch
Cost: 7,500,000 Gold, 2 Weeks

Slowing Invocation- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Requires: Improved Slowing
Cost: 2,000,000 Gold, 2 Weeks

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

Supernaturally Good Timing- (Passive Ability, Other: Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Requires: Basic Acceleration Within Time's Dominion
Cost: 5,000,000 Gold, 2 Weeks

Temporal Father-Time Defenses- (Passive Ability, Other: Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Requires: Father Time Mode, Time Immunity, Absorb Time, Reflect Time
Cost: 30,000,000 Gold, 2 Weeks

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

Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Requires: Hammer of Langerous Years, Adept Time Synchronization
Cost: 26,000,000 Gold, 2 Weeks

Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Asynchronous Timestream, Basic Acceleration in Time's Domain
Requires: 1,000,000 Gold, 2 Weeks

Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Requires: Improved Weaponization of Time, Temporally Enhanced Speed
Cost: 5,000,000 Gold, 2 Weeks

Temporally-Shackling Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Shackling Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action's first hit per target gains a 25% chance of causing each of its targets who is not higher Level than possessor, is not Immune to Petrified: Time Stop, does not Resist, Absorb, or Reflect Time, is not Immune to Time, and is not Level 80 or greater to skip its next action (to a max of 4 actions skipped in said manner in a row).
Requires: Establish Temporal Prison, Hammer of Langerous Years
Cost: 60,000,000 Gold, 2 Weeks

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

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

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

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

Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Requires: Improved Weaponization of Time, Absorb Time
Cost: 60,000,000 Gold, 2 Weeks

Timesand Keeper- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may change the element Earth in any of possessor's actions or any quantity of Damage dealt by possessor into the element Time, If possessor is Earth element, possessor may add the element Time to any of possessor's Earth element actions
Requires: Temporal Primarch, Mountain King, Transmuter
Cost: 2,000,000 Gold, 2 Weeks

Twitching Clock-Hand Talons- (Passive Ability, Other: Temporal Primarch) While possessor is Time element, possessor gains +30,000,000 Melee Attack and possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '60% inflicts Fatigued: Elderly', Possessor's 'Melee Overdrive' actions gain a 20% chance of inflicting Instant Death on targets afflicted with Fatigued: Elderly
Requires: Greater Weaponization of Time, Makes an Incessant Ticking Sound, Adept Time Synchronization, Time Battle-Aura, Time Body Form, Time-Consuming Strike
Cost: 30,000,000 Gold, 2 Weeks

Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Requires: Basic Defenses Against Time
Cost: 100,000 Gold, 2 Weeks

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

Undo Minor Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Requires: Undo
Cost: 12,000,000 Gold, 2 Weeks

Undo Moderate Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Requires: Undo Minor Status Effects, Level 40
Cost: 68,000,000 Gold, 2 Weeks

Undo- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Requires: Time Manipulation, Temporal Primarch
Cost: 60,000,000 Gold, 5 Weeks

Visualise Nearby Timelines- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Requires: Visualiser of Wasted Seconds
Cost: 30,000,000 Gold, 2 Weeks

Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Requires: Clock Watcher
Cost: 3,000,000 Gold, 2 Weeks

Wearing the Cloth of Ages- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Requires: Personal Time-Preservation, Shielded by Personal History, Time Manipulation
Cost: 5,000,000 Gold, 2 Weeks

Wisdom of the Ages- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and afflicted with Fatigued: Elderly, possessor gains +500 MIN
Requires: Self Age-Control
Cost: 1,000,000 Gold, 2 Weeks
This costs a whopping 259 Weeks to learn and 1,158,265,000 Gold. That's billion with a B,folks. Whew. El picks up that tab.
This post also consumes a total of 165 of Celas's Essence Sphere: Botanist, and 60 of Dulcinea's Purity.

This consumes all 215 of Anathema's Temporal Primarch Bonus Weeks AND 44 of her generic Bonus Weeks, leaving 143.

She gains the awards:
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Essence Sphere: Temporal Primarch
Has Consumed 5 Improved Essence Sphere: Temporal Primarch
Has Consumed 5 Greater Essence Sphere: Temporal Primarch
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