Elyion does some rapid training!
First up, some BASH.
Dulcinea has a nice stockpile of Book of Weaponry- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Knowledge of Weapons"
Elyion uses one of those 11 (leaving 10) to immediately learn
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Requires: Combat Arts Casting I
Cost: 100,000 Gold, 2 Weeks
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks
2,280,000 Gold
22 Weeks
Secondly, some FWOOSH!
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard 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 Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wizard, 50 other Wizard Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
Requires: Apprentice Wizard Magic Attunement, Magic-Infused Spell
Cost: 200,000 Gold, 2 Weeks
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks
Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
Requires: Boosted Spell
Cost: 2,000,000 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
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Requires: Apprentice Wizard Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Air Synchronization, Envoy of Air
Cost: 150,000 Gold, 1 Week
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Earth Synchronization, Envoy of Earth
Cost: 150,000 Gold, 1 Week
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Fire Synchronization, Envoy of Fire
Cost: 150,000 Gold, 1 Week
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Requires: Formula-Based Casting, Basic Water Synchronization, Envoy of Water
Cost: 150,000 Gold, 1 Week
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks
Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Requires: Powerful Casting, Apprentice Magic Synchronization
Cost: 60,000 Gold, 2 Weeks
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Requires: Increased MP, Apprentice Wizard Magic Attunement, Level 15
Cost: 400,000 Gold, 3 Weeks
Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Requires: Broaden Casting
Cost: 400,000 Gold, 2 Weeks
Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Requires: Powerful Spell
Cost: 200,000 Gold, 2 Weeks
Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Requires: Manacharged Spell, Basic Understanding of Entity Mana Patterns, Theoretical Spellcaster, Large Mana Reservoir
Cost: 500,000 Gold, 2 Weeks
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Requires: Fast Casting, Wizard
Cost: 1,000,000 Gold, 2 Weeks
42 Weeks, 11,320,000 Gold
Next up some BLING!
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Requires: Basic Wealth Synchronization, 3 other Coinlord abilities
Cost: 125,000 Gold, 2 Weeks
Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 to all stats while in a Zone of Wealth
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wealth Synchronization, 10 other Coinlord abilities
Cost: 125,000 Gold, 4 Weeks
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Wealth Manipulation
Cost: 500,000 Gold, 2 Weeks
Detect Wealth- (Passive Ability, Coinlord) Possessor gains +1% To Hit against Wealth element targets
Requires: Apprentice Divining Attunement, Basic Wealth Synchronization
Cost: 100,000 Gold, 2 Weeks
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Requires: Control of Wealth
Cost: 100,000,000 Gold, 1 Week
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth 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 Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, 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 Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Wealth Synchronization, 5 other Coinlord abilities
Cost: 400,000 Gold, 3 Weeks
101,330,000 Gold
18 Weeks
A brief pick-me-up before continuing on:
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Requires: Basic Hope Synchronization, 3 other Eternal Champion abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Requires: Basic Zonal Acclimation of Hope
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Requires: Basic Zonal Acclimation of Hope
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Hope Synchronization
Cost: 20,000 Gold, 2 Weeks
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Requires: Apprentice Divining Attunement, Basic Hope Synchronization
Cost: 100,000 Gold, 2 Weeks
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Hope Synchronization, 10 other Eternal Champion abilities
Cost: 125,000 Gold, 4 Weeks
500,000 Gold
13 Weeks
A little polish to make things shine:
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
20,000 Gold, 2 Weeks (Leaves 3 Radiant Hierophant-Only)
And then some DIGGING.
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Basic Geomancy Attunement, 3 other Geomancer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 3 Weeks
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Requires: Basic Geomancy Attunement, 3 other Geomancer Abilities
Cost: 280,000 Gold, 3 Weeks
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Road on a Random World
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Apprentice Geomancy Attunement, 10 other Geomancer abilities
Cost: 125,000 Gold, 4 Weeks
Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Requires: Zonal Link Established: Zone of Magic, Apprentice Geomancy Attunement, Arcane Vizier
Cost: 300,000 Gold, 1 Week
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Hope Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Light Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Magic Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Truth Synchronization
Cost: 100,000 Gold, 1 Week
1,500,000 Gold (includes 150,000 gold for purchase of 5 Square Mile of Road on a Random World in the shop, not posted in the actual shop, just handing that as gold here)
18 Weeks (Leaves 2 Geomancer-only Bonus Weeks)
And finally, FANCYFWOOSH!
Absorb Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor Absorbs Mystic against sources below Level 20 if Level 20 or greater
Requires: Mystic Immunity
Cost: 500,000 Gold, 2 Weeks
Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Requires: Esoteric Wiseman, Improved Command of Mystic, Improved Understanding of the Heart of Mystic, Soothing Mystic Emanation
Cost: 2,500,000 Gold, 2 Weeks
Apprentice Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Mystic
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic 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 Mystic
Cost: 125,000 Gold, 2 Weeks
Apprentice Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 5% Mystic Resistance
Requires: Basic Mystic Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Mystic Synchronization- (Passive Ability, Esoteric Wiseman) Possessor gains +50 to all stats for each Mystic element item equipped, Possessor's Mystic element pets and summons gain +250 to all stats
Requires: Basic Mystic Synchronization, 3 other Esoteric Wiseman abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +100 to all stats
Requires: Apprentice Command of Mystic, Basic Understanding of the Heart of Mystic
Cost: 100,000 Gold, 2 Weeks
Basic Affinity to Healing Via Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor obtains Mystic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Mystic Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +50 Defense against Mystic
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 1% Mystic Resistance
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Mystic- (Passive Ability, Other: Esoteric Wiseman) Quantities of Mystic element Damage dealt by possessor are increased by 50 points
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks
Control of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor has a 20% chance of being able to cancel the actions of Mystic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Mystic Manipulation
Cost: 500,000 Gold, 2 Weeks
Emanate Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element Damage to up to 10 targets
Requires: Absorb Mystic, Mystic Manipulation
Cost: 100,000 Gold, 2 Weeks
Esoteric Wiseman- (Passive Ability, Other: Esoteric Wiseman) Possessor ignores (1 * (Possessor Level/5), rounded down)% Mystic Resistance, Possessor ignores Mystic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Mystic Synchronization, 10 other Esoteric Wiseman abilities
Cost: 125,000 Gold, 4 Weeks
Improved Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic 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 Mystic, Basic Understanding of the Heart of Mystic
Cost: 500,000 Gold, 2 Weeks
Improved Mystic Resistance- (Passive Ability, Other: Esoteric Wiseman) Possessor gains 10% Mystic Resistance
Requires: Apprentice Mystic Resistance, Basic Defenses against Mystic
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +250 to all stats
Requires: Improved Command of Mystic, Apprentice Understanding of the Heart of Mystic
Cost: 500,000 Gold, 2 Weeks
Mystic Immunity- (Passive Ability, Other: Esoteric Wiseman) Possessor gains Mystic Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Mystic Resistance, Esoteric Wiseman, Level 20
Cost: 500,000 Gold, 2 Weeks
Mystic Manipulation- (Passive Ability, Other: Esoteric Wiseman) Possessor may choose one of the following at the beginning of each round if Mystic element: Create a Zone of Mystic, Remove a Zone of Mystic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Mystic by either possessor or a source below Level 20, Add Mystic 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 Mystic element on a Mystic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Mystic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Mystic, 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 Mystic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Mystic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Mystic, 5% Mystic Resistance, or +50 Defense against Mystic and 1% Mystic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Mystic Synchronization, 5 other Esoteric Wiseman abilities
Cost: 400,000 Gold, 3 Weeks
Nourish Mystic- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor deals HP or MP healing to an Mystic element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Mystic, Nourished by Mystic
Cost: 200,000 Gold, 2 Weeks
Nourished By Mystic- (Passive Ability, Esoteric Wiseman) If possessor is Mystic element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Mystic
Requires: Basic Understanding of the Heart of Mystic
Requires: 200,000 Gold, 2 Weeks
Soothing Mystic Emanation- (Passive Ability, Other: Esoteric Wiseman) Whenever possessor absorbs Damage that is Mystic element Damage, Possessor may choose to deal 10,000 Flat Mystic element HP Healing to up to 10 targets that are Mystic element
Requires: Emanate Mystic, Nourish Mystic
Cost: 300,000 Gold, 1 Week
Spellweaver- (Passive Ability, Other: Esoteric Wiseman) Possessor may, at the start of any round, exchange any non-unique spell in possessor's possession for any spell of a base subtype that is tied to a class that possessor possesses the class-name ability for that is In Stock in the shop that is worth an equal or lower quantity of Gold
Requires: Esoteric Wiseman, Control of Mystic
Cost: 40,000,000 Gold, 3 Weeks
True Magic- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor may replace the element Magic with the element Mystic in any of possessor's actions and may treat the element Mystic as the element Magic for purposes of Arcane Vizier abilities
Requires: Advanced Understanding of the Heart of Mystic, Basic Weaponization of Mystic, Control of Mystic, Esoteric Wiseman
Cost: 50,000,000 Gold, 5 Weeks
Uncounterable Casting- (Passive Ability, Other: Esoteric Wiseman) If possessor is Mystic element, possessor's 'Cast a Spell' actions may not be countered by individuals of equal Level to possessor or lower Level than possessor who are below Level 60 without possessor's permission
Requires: Fast Spellcasting, Apprentice Mystic Synchronization
Cost: 2,000,000 Gold, 2 Weeks
99,715,000 Gold
56 Weeks
75 Essence Sphere: Botanist for each of Mystic and Wealth, 5 for Radiant Hierophant, 10 for Eternal Champion, 15 for Geomancer, and 15 for Warrior, are combo'd off of Elyion herself, Rosaline, Vrishni, Vrishni, Celas, and Anathema, respectively, with an additional 90 of Dulcinea's Purity being combo'd into 5 Attunement Books for Wizard, Warrior, and Geomancer, each.
This consumes a total of 190 of Celas's Essence Sphere: Botanist and 90 of Dulcinea's Purity.
Elyion also starts this with 5 Wizard Bonus Weeks, which are consumed for this buy.
This results in the following net expenditures of generic bonus weeks:
2 Weeks for Warrior
32 Weeks for Wizard
3 Weeks for Coinlord
3 Weeks for Eternal Champion
0 Weeks for Radiant Hierophant (3 Radiant Hierophant-Only Bonus Weeks retained)
0 Weeks for Geomancer (2 Geomancer-Only Bonus Weeks retained)
41 Weeks for Esoteric Wiseman.
This consumes 81 of Elyion's 83 Generic Bonus Weeks, leaving 2.
Total comes up to 216,665,000 Gold from El's coffers.
This consumes a total of 190 of Celas's Essence Sphere: Botanist and 90 of Dulcinea's Purity.
Elyion also gains the awards
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Coinlord
Has Consumed 5 Improved Essence Sphere: Coinlord
Has Consumed 5 Greater Essence Sphere: Coinlord
Has Consumed 5 Essence Sphere: Esoteric Wiseman
Has Consumed 5 Improved Essence Sphere: Esoteric Wiseman
Has Consumed 5 Greater Essence Sphere: Esoteric Wiseman