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
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

[20:38]Draconics: hey Gad, these got missed in the sauce and are pretty strightforward approvals if you got a sec:
http://battle-arena.online/forum/viewto ... 2168#p2168
Expert Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Shapeshifter pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Shapeshifter
Requires: Adept Flux Baron Knowledge, 100 other Flux Baron abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

http://battle-arena.online/forum/viewto ... 1345#p1345
Armor-Piercing Revolution- (Technique Ability, Soldreidrethanoi) Possessor may use 'Armor-Piercing Revolution' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartrix equipped. Said attack pierces 200 Defense.
Requires: Apprentice Bailartrix Training
Cost: 300,000 Gold, 2 Weeks
Revolution on the Run- (Technique Ability, Soldreidrethanoi) Possessor may use 'Revolution on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartix equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Bailartix Training
Cost: 500,000 Gold, 2 Weeks
[20:38]Draconics: It'll let me get the red marks off Nira's sheet too
[20:49]Gadigan: Those three are approved
The above is now done, and the Ability Shop is once again -Updated-

CONGRATULES
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Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Elyion needs to train some Channeler in a hurry!
She has already:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Spiritual Channeling Nexus- (Passive Ability, Channeler) When taking an action, possessor may choose a number of allies that do not include possessor, up to a maximum of (Possessor's Level/20) allies, and choose to operate at a SPI value equal to (Possessor's SPI + SPI values of said allies combined) and Base SPI value equal to (Possessor's Base SPI + Base SPI values of said allies combined) for the purposes of that action, this ability may only be used once in a single round and may only be used again once a number of rounds equal to the number of allies chosen for said action has passed without this ability being used
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor

Learns:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks

Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Requires: Basic Channeler Attunement
Cost: 40,000 Gold, 2 Weeks

Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks

Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Requires: Basic Chain Casting Attunement, Basic Linkup Mastery
Cost: 300,000 Gold, 2 Weeks

Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks

Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Requires: Apprentice Channeler Attunement, Basic Chain Casting Attunement
Cost: 200,000 Gold, 2 Weeks

Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Linkup Mastery, Apprentice Channeler Attunement
Cost: 150,000 Gold, 2 Weeks

Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Requires: Channeler, Channeled Spell, Improved Chain Casting Attunement, Improved Linkup Mastery
Cost: 300,000 Gold, 2 Weeks
30 more of Dulcinea's Purity and 15 of Celas's Essence Spheres are, ONCE AGAIN, bumped off El's abilities to produce 20 Channeler Bonus Weeks.

This training queue consumes all 20 of those Bonus Weeks.

It also costs 1,400,000 Gold (El pays)

Elyion also gains the awards:
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Attunement Book: Channeler
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Nole has new stuff to learn:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Undead-Slaying Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Slaying Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +1,000 Magical Attack and +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Stab, Adept Knife Training, Level 40
Cost: 300,000 Gold, 2 Weeks
Total Gold Cost w/ Stab Mastery: 2110000. Total Weeks Cost w/ Stab Mastery: 24. Finishes on Friday December 08, 2023


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Painful Stab- (Technique Ability, Shadow Blade) Possessor may use 'Painful Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks
Final Gold Cost w/ Stab Mastery: 2,800,000. Final weeks cost w/ Stab Mastery: 26. Finishes on Saturday December 23, 2023.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Rosaline needs to be able to increase her spending power before she embarks on her little jaunt.

She insta-buys:


Coinlord

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

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

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

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

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

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

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

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

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

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

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

Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Requires: Basic Command of Wealth
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

Call Forth the Living Wealth- (Active Ability, Other: Coinlord) Possessor may spend an action to summon 5 Elementals that are Wealth 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 Wealth, Emanate Wealth
Cost: 300,000 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Total cost: 86 Weeks, 24,995,000 Gold
Kitsune106d
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Posts: 953
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Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will buy:


Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Requires: Basic Heavy Armor Mastery
Cost: 50,000 Gold, 2 Weeks

Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Requires: Basic Heavy Armor Mastery
Cost: 111,000 Gold, 3 Weeks

Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Requires: Basic Heavy Armor Mastery
Cost: 90,000 Gold, 3 Weeks

Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Requires: Basic Heavy Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Requires: Basic Heavy Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Requires: Basic Heavy Armor Mastery, 2 other Guardian abilities
Cost: 70,000 Gold, 2 Weeks



Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
Requires: Heavy Armor Wearer II, Guardian, Hard to Push Around, Bulwark Stance
Cost: 300,000 Gold, 2 Weeks

Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Requires: Paid Bodyguard
Cost: 180,000 Gold, 2 Weeks

using
18 Guardian bonus weeks,

and costing
921,000 Gold
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit buys wit


Father Time's Aging Aura- (Passive Ability, Other: Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor may choose at the beginning of each round to have a 60% chance of inflicting Fatigued: Elderly on each opponent
Requires: Father Time Mode, Emanate Time
Cost: 30,000,000 Gold, 2 Weeks

Improved Zonal Time Empowerment- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Time
Requires: Empowered by Time, Nourished by Time, Improved Zonal Acclimation of Time
Cost: 1,000,000 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

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

Hears When Someone's Time Is Running Out- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever the HP of a Time element individual below Level 60 or an individual below Level 60 with a Temporal Primarch debuff or debuff from a Time element action reaches and/or drops below 25% of its Max HP
Requires: Visualiser of Wasted Seconds, Makes an Incessant Ticking Sound
Cost: 6,000,000 Gold, 2 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


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

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

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

witching 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


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

Wrath of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor deals 50,000 additional Damage per action to individuals whose stats possessor has scanned for each time during the thread that said individual has skipped performing an action (to a max of 2,000,000 additional Damage per action)
Requires: Visualiser of Wasted Seconds, Improved Weaponization of Time, Makes an Incessant Ticking Sound
Cost: 15,000,000 Gold, 2 Weeks

using 26 Temporal Primarch Bonus Weeks,

Costing 155,200,000 Gold
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will buy after using 5 essence sphere healer



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


The Doctor Can't Stay Sick!- (Passive Ability, Healer) When possessor is in a Healer Stance, possessor's per-round auto-recovery chances for minor status effects are increased by 40%
Requires: The Doctor Can't Get Sick!
Cost: 200,000 Gold, 2 Weeks

using 4 healer bonus weeks
costing: 260,000 gold

one healer bonus week left.
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit should have lost


Has Heaven in the Mind- (Passive Ability, Blessing) Possessor suffers no negative effects from the status effects Confusion, Charm, Pain, Poison, Disease, Voidstruck, Mindblasted, or Wounded, Possessor is dealt 1,000,000 Flat Whimsy & Faith & Psychic element HP Healing at the start of each round, Possessor cannot be prevented from being resurrected by sources below Level 60, Possessor may cast spells as though possessor possesse

Plus the addiction one
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
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

[22:04]The One True Pathaky: @Gadigan Hoping to approve/create Adept Conjurer Knowledge, templating it off of:

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


"Adept Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Elemental summon, Possessor's unmodified stats increase by 200 points if possessor is an Elemental
Requires: Conjurer, 50 other Conjurer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks"
[23:20]Gadigan: Approved
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Dulcinea eats

Mythical Soursop- (Permanent Consumable, Minor Artifact, Earth & Glory, 1 Charge, 100,000,000 Gold) Gives consumer the ability 'Ate the Mythical Soursop'

and gains

Ate the Mythical Soursop- (Passive Ability, Item Effect) Possessor gains 5 bonus weeks per year that may be claimed or spent in any shop thread at any time during the year, Possessor gains +50,000 Defense while in a Chronogeomantic Zone of Vacation

and claims her 5 bonus weeks
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Rey will buy:

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

costing 300,000 gold
will end: July 11th,

carice will learn:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

costing 20,000 gold
will end: July 11th,

Gillian will learn:
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

costing 20,000 gold
will end: July 11th,

KElvar learns:

Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter 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

costing 20,000 gold
will end: July 11th,


Remalius:

Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, with this increase not bypassing Level-based immunities
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

costing 20,000 gold
will end: July 11th,


Celery learns:

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

costing 40,000 gold
will end: July 11th,


hera learns:
Earth-Shaking Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 5% chance of inflicting Fatigued: Prone on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Requires: Gigas Knight
Cost: 80,000 Gold, 2 Weeks


costing 80,000 gold
will end: July 11th,


Hera pays:
500,000 gold
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will buy:


Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Requires: Gardener, Druid
Cost: 2,000,000 Gold, 2 Weeks

Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present
Requires: Basic Druid Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells
Requires: Druid, Priest, 10 Base CON, 10 Base SPI
Cost: 500,000 Gold, 2 Weeks

Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Apprentice Druid Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Requires: Basic Druid Magic Attunement
Cost: 15,000 Gold, 4 Weeks (2 Weeks if at least 3 other Druid abilities, not counting prerequisites, are possessed)


using 12 Druid Bonus weeks

and 3,515,000 costing Gold
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit uses:


*Vessel of Aldriel's Wakefulness- (Permanent Consumable, Vessel of Power, Magic, 5,000,000 Gold) Target player gains the ability " Aldriel's Blessing", or target pet or summon gains the ability 'Wakefulness of Aldriel'; This item may be used once per month and does not disappear when used.
Wakefulness of Aldriel- Possessor is immune to Fatigued: Sleep, Constant Effect
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep




*Vessel of Arshubrel's Destruction- (Permanent Consumable, Vessel of Power, Fire & Destruction, 10,000,000 Gold) Target player gains the ability "Blessed with Arshubrel's Destruction"; This item may be used once every two months and does not disappear when used.
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk


*Vessel of Nymbro's Hours- (Permanent Consumable, Vessel of Power, Fire & Destruction, 10,000,000 Gold) Target willing PC either gains the ability 'Temporal Assassin', 1 Assassin Bonus Week, 1 Gentleman Assassin Bonus Week, 1 Spy Bonus Week, or 1 Temporal Primarch Bonus Week; This item may be used once every two months and does not disappear when used.

Kit gains: 1 Temporal Primarch Bonus Week

*Vessel of Veurmel's Magic- (Permanent Consumable, Vessel of Power, Magic, 5,000,000 Gold) Target player gains the ability "Poessesses a Sliver of Veurmel's Magic", or target pet or summon gains the Constant Effect 'Poessesses a Sliver of Veurmel's Magic'; This item may be used once per month and does not disappear when used.
Poessesses a Sliver of Veurmel's Magic- Possessor gains +5,000 MP, Constant Effect
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP

*Vessel of Waerdael's Cold- (Permanent Consumable, Vessel of Power, Magic, 25,000,000 Gold) Target player gains the ability " Waerdael's Blessing", or target pet or summon gains the ability 'Cloaked in the Winter of Waerdael'; This item may be used once per month and does not disappear when used.
Cloaked in the Winter of Waerdael- Possessor may deal 5,000 flat Ice element damage to an equal number of allies and enemies at the start of each round, to a max of 30 such targets, Constant Effect
Waerdael's Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
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
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit checks off

as an RP effect

Hunter:
Ghost Hunter- (Skill Tree, Hunter)
[][][][][]- Possessor gains +5% To Hit against Undead whose name includes 'Ghost' or who possess a Constant Effect whose name includes 'Incorporeal' for each box marked; each box costs 1 Skill Point
[][][][][]- Possessor gains +3% Critical against Undead for each box marked; each box costs 1 Skill Point
[]- Possessor may spend an action to scan the stats of an Undead whose name includes 'Ghost' or who possesses a Constant Effect whose name includes 'Incorporeal'; the box costs 3 skill points
[]- Possessor ignores Dodge bonuses provided by Constant Effects whose name includes 'Incorporeal'; the box costs 8 skill points
[X]- Possessor is Immune to debuffs that come from abilities whose name includes 'Possess' or 'Possession' that result in possessor's actions being controlled or possessor being treated as a transformation; the box costs 10 skill points

The dodge bonus against incorpeak. The one costing 8 skill points.

She has 13.. this leaves her with 5
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
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: Ability Shop

Post by Lord Gadigan »

New abilities, to fill a gap, templatable to T1 and T2 elements:

Advanced Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Esoteric Wiseman, Improved Command of Mystic, Apprentice Understanding of the Heart of Mystic, Nourish Mystic
Cost: 2,500,000 Gold, 2 Weeks

Advanced Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +5000 to all stats
Requires: Esoteric Wiseman, Improved Command of Mystic, Improved Understanding of the Heart of Mystic, Soothing Mystic Emanation
Cost: 2,500,000 Gold, 2 Weeks
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

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
Kitsune106d
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Posts: 953
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Re: Ability Shop

Post by Kitsune106d »

kit uses:


*Vessel of Prasandio's Wit- (Permanent Consumable, Vessel of Power, Magic & Psychic & Knowledge, 350,000,000 Gold) Target willing PC that is Level 40 or greater gains the ability "Prasandio's Wit", or target willing pet or summon that is Level 40 or greater gains the ability 'Has Been Granted Prasandio's Wit'; This item may be used once per month and does not disappear when used.
Has Been Granted Prasandio's Wit- Possessor gains +14,500 MIN, This ability does not persist through combos, Constant Effect
Prasandio's Wit- (Passive Ability, Blessing) Possessor gains +14,500 MIN as an uncapped bonus

and learns the wit blessing
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
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Apparently, reaching Intermediate level in a domain lets you train other deities! Kit wants Viren to be able to keep up on her trip to another world, so she offers, and he accepts.
Intermediate Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor's chances of inflict Petrified: Time Stop are increased by 15%, Possessor may act as a Shop to train individuals who possess at least one Domain some abilities connected to this Domain, Possessor may suppress the RP powers connected to this divine domain of equal or lower-Level individuals who only possess the Lesser version


Kit's Deity-Training Shop Currently Includes:

Lesser Deific Domain: Time
Prerequisites: At least one Domain
Cost: 10 Weeks, 1,000,000,000 Gold

Bestow Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Disjoined From Time
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Divine Rewind
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Divine Swiftness
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Rapid Prayer
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Temporally Hasted
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Unaging
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold
Viren will spend bonus weeks and gold (the gold is from Volatilis) to learn all of those!

Total cost: 30 Weeks, 2,620,000,000 Gold.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

The Ability Shop is now -updated-.

Issues:

Kit can't buy Focused Healer Magic Casting, as she doesn't have the prerequisite for it. She learned The Doctor Can't Stay Sick!, though.

I noticed Remalius had a negative Gold balance. I took the gold from Kit to cover the -8,250 gold he had.
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