The Doctor has a massive pile of weeks, including those from the Tsayikk-thread.
He also decides it's time to deepen some of his very, very broad skillset.
Strap in. It's going to be a long one.
Firstly, he has 15 spheres become 5 Basic, Improved and Greater Paladin Spheres created via Volatilis' various-tiers of Wanderer and converted via Dulcinea.
5 Attunement Book: Paladin are created via Dulcinea (with Purity borrowed from her).
15 spheres are turned into 5 Basic, Improved and Greater Ritualist Spheres via Volatilis' Wanderer abilities and then converted via Nole's Ritualist!
5 Attunement Book: Ritualist are likewise created, using 30 Purity from Dulcinea again and Nole's ability.
50 Spheres are converted to 5 Greater Chaos Spheres are created via Volatilis' Expert Spatial ability, and then converted again via the Doctor's Xaos Xomptroller.
5 Attunement Book: Geomancer are created, using 30 Purity from Dulcinea again and Volatilis' ability.
Once he hits Adept, 5 spheres are turned into 5 Superior Geomancer Spheres via Volatilis' Geomancer abilities.
50 Spheres are converted to 5 Improved Spatial Spheres via Volatilis' Reality Arranger abilities. Once the Doctor learns Apprentice Superhero, he then uses said ability to convert them into 5 Improved Superhero Spheres, which is a wonky way of doing things but saves valuable weeks, dammit.
100 more Spheres are converted into 5 Basic and 5 Greater Superhero Spheres once he learns the actual classname Superhero ability, because why not.
5 more spheres make 5 Greater Scholar Spheres via Volatilis' Wanderer abilities, then converted via the Doctor's Scholar. Apparently he skipped this tier.
-WALKER FROM BEYOND-
Abstract Traits- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Defense Against Stat Damage is multiplied by 10 as an effect that does not stack with other Defense Against Stat Damage multiplying effects, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,500,000 Gold, 50 Weeks
-SUPERHERO-
Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 75,000,000 Gold, 5 Weeks
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Requires: Basic Super Power Attunement, 15 Base SPI
Cost: 5,000,000 Gold, 2 Weeks
Focused Super Power Casting- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Super Power
Requires: Super Power Casting II, Apprentice Super Power Attunement
Cost: 60,000 Gold, 2 Weeks
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Requires: Basic Superpower Attunement, 15 Base MIN
Cost: 5,000,000 Gold, 2 Weeks
Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Requires: Basic Super Power Attunement
Cost: 50,000 Gold, 2 Weeks
Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Requires: Super Power Casting I
Cost: 100,000 Gold, 2 Weeks
Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Requires: Apprentice Super Power Attunement, 10 other Superhero abilities
Cost: 100,000,000 Gold, 5 Weeks
-MUSICIAN-
Ability to Play Zone-Altering Ocarina Songs- (Active Ability, Musician) Possessor may spend an action to create a Zone of any base element if possessor has an Instrument with 'Ocarina' in its name equipped, Possessor may spend an action to destroy any Zone created by a source below Level 20 if possessor has an instrument with 'Ocarina' in its name equipped, Possessor may spend an action to change the element of any Zone that is of any single base element into any other single base element if it was created by possessor or any individual below Level 20
Requires: Apprentice Instrument Training, Apprentice Bardic Music Attunement, Apprentice Geomancy Attunement
Cost: 200,000 Gold, 2 Weeks
Adept Instrument Training- (Passive Ability, Musician) Instrument weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Instrument weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Instrument
Requires: Musician, 50 other Musician Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Can Play the Accordian- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Accordian' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Castanets- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Castanet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Gong- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Gong' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Jug- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Jug' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Mandolin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Mandolin' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Recorder- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Recorder' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Sitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Sitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Ukulele- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ukulele' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Zither- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Zither' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Charming Note- (Technique Ability, Musician) Possessor may use 'Charming Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Instrument Training
Cost: 300,000 Gold, 2 Weeks
-PALADIN-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Requires: Basic Holy Magic Attunement, 3 other Paladin abilities
Cost: 125,000 Gold, 2 Weeks
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Requires: Basic Holy Magic Attunement
Cost: 150,000 Gold, 3 Weeks
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Requires: Paladin's Grace
Cost: 70,000 Gold, 2 Weeks
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Requires: Pure Self, Lay on Hands
Cost: 80,000 Gold, 2 Weeks
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Requires: Purifying Art
Cost: 90,000 Gold, 2 Weeks
-PRIEST-
Adept Divine Magic Attunement- (Passive Ability, Priest) Divine Magic spells cost possessor 10,000 less MP to cast, Divine 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 Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Priest, 50 other Priest Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Apprentice Divine Magic Attunement, Observer of Holy Relics
Cost: 80,000 Gold, 2 Weeks
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
Requires: Preacher's Stance, Apprentice Divine Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Buzzard Smiter- (Technique Ability, Priest) Possessor may use 'Buzzard Smiter' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +900 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Aerials'
Requires: Holy Strike, Wanderer, Slayer
Cost: 750,000 Gold, 2 Weeks
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Requires: Establish Sacred Geomantic Zone
Cost: 400,000 Gold, 2 Weeks
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Cloistered Monk- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Requires: Priest
Cost: 1,000,000 Gold, 3 Weeks
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Requires: Basic Divine Magic Attunement
Cost: 90,000 Gold, 2 Weeks
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Requires: Basic Divine Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Requires: Divine Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Divine Touch to Heal the Faithful- (Passive Ability, Priest) Whenever possessor heals the HP of an individual who shares a Patron Deity with possessor, possessor heals 1,000 additional points of HP
Requires: Basic Channeling of Divine Mercy
Cost: 150,000 Gold, 2 Weeks
Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Requires: Apprentice Divine Magic Attunement
Cost: 160,000 Gold, 3 Weeks
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Requires: Divine Magic Casting II, Apprentice Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Requires: Pray
Cost: 40,000 Gold, 2 Weeks
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Requires: Priest, Paladin
Cost: 300,000 Gold, 2 Weeks
Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Requires: Holy Cleanser
Cost: 500,000 Gold, 2 Weeks
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Requires: Basic Magewright Proficiency, Basic Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Improved Divine Healing Magic- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +250 additional Magical Attack for purposes of non-offensive actions
Requires: Divine Touch that Heals the Faithful
Cost: 100,000 Gold, 2 Weeks
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks
Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Requires: Priest, Basic Chef Proficiency
Cost: 500,000 Gold, 2 Weeks
Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Requires: Channel Divine Magic Through Holy Symbol, Blessed Aura
Cost: 60,000 Gold, 1 Week
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Requires: Priest
Cost: 1,000,000 Gold, 3 Weeks
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement, Basic Magewright Proficiency
Cost: 80,000 Gold, 2 Weeks
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Requires: Apprentice Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
Requires: Apprentice Divine Magic Attunement, Bolster Worshipper Benefits
Cost: 200,000 Gold, 2 Weeks
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Requires: Pray
Cost: 300,000 Gold, 3 Weeks
Preacher- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Requires: Preacher's Stance
Cost: 100,000 Gold, 2 Weeks
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 3 Weeks
Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Requires: Channel Divine Magic Through Holy Symbol, Bearer of Holy Relics, Basic Jeweler Proficiency
Cost: 50,000 Gold, 2 Weeks
Robed Cleric- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +200 additional Magical Attack if possessor has a Robe equipped
Requires: Priest, Basic Robe Mastery
Cost: 80,000 Gold, 2 Weeks
Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks
-XAOS XOMPTROLLER-
Adept Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Amounts of Chaos element Damage possessor deals are increased by 10,000 points, Chaos 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 Chaos element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Xaos Xomptroller, 50 other Xaos Xomptroller Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Chaos
Cost: 200,000 Gold, 2 Weeks
Apprentice Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 5% Chaos Resistance
Requires: Basic Chaos Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense against Chaos
Requires: Basic Defenses Against Chaos
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Chaos
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 100,000 Gold, 2 Weeks
Basic Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Chaos Synchronization
Cost: 20,000 Gold, 2 Weeks
Call Forth the Living Chaos- (Active Ability, Other: Xaos Xomptroller) Possessor may spend an action to summon 5 Elementals that are Chaos 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 Chaos, Emanate Chaos
Cost: 300,000 Gold, 2 Weeks
Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Basic Chaos Synchronization, Basic Defenses against Chaos, Basic Weaponization of Chaos
Cost: 200,000 Gold, 2 Weeks
Detect Chaos- (Passive Ability, Xaos Xomptroller) Possessor gains +1% To Hit against Chaos element targets
Requires: Apprentice Divining Attunement, Basic Chaos Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Chaos element and no other technique is used. Said action becomes solely the element Chaos.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos 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 Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks
Greater Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Chaos, Xaos Xomptroller
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Chaos Elemental Emanation- (Passive Ability, Other: Xaos Xomptroller) Possessor's 'Call Forth the Living Chaos' ability may summon entities up to Level 20
Requires: Call Forth the Living Chaos
Cost: 200,000 Gold, 2 Weeks
Improved Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5,000 Defense against Chaos
Requires: Apprentice Defenses Against Chaos, Basic Chaos Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +2,000 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Requires: Apprentice Chaos Synchronization, Improved Defenses against Chaos, Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Requires: Apprentice Zonal Acclimation of Chaos
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Requires: Empowered by Chaos, Nourished by Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may use the Technique 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Chaos element.
Requires: Elemental Attack-Conversion: Chaos
Cost: 500,000 Gold, 2 Weeks
Nourish Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor deals HP or MP healing to an Chaos element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Chaos, Nourished by Chaos
Cost: 200,000 Gold, 2 Weeks
Nourished By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks
Predict the Flow of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5% Dodge against Chaos element individuals
Requires: Improved Defenses Against Chaos, Improved Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Cost: 200,000 Gold, 2 Weeks
Prosperous Venting of Excess Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor is Chaos element and performs an 'Elemental Attack' action that is solely Chaos element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Chaos
Cost: 500,000 Gold, 2 Weeks
Reflect Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Reflects Chaos against sources below Level 20 if Level 20 or greater
Requires: Chaos Immunity
Cost: 500,000 Gold, 2 Weeks
Soothing Chaos Emanation- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element HP Healing to up to 10 targets that are Chaos element
Requires: Emanate Chaos, Nourish Chaos
Cost: 300,000 Gold, 1 Week
Stability Within Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 25% minor negative status effect resistance while in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos, Defenses that Utilize Chaos
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Chaos element individual
Requires: Improved Understanding of the Heart of Chaos
Cost: 200,000 Gold, 2 Weeks
Uplifted By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks
Zonal Chaos Control- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of each round, choose one Zone of Chaos 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 Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks
-RITUALIST-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Requires: Craft Ritual Circles from Blood, Basic Ritual Summoning
Cost: 100,000 Gold, 2 Weeks
-WANDERER-
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 2 Weeks
-SCHOLAR-
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Requires: Scholar, Basic Understanding of Dimensional Mana Patterns, Basic Knowledge of Dimensional Connectivity, Basic Knowledge of Common Dimensional Traits
Cost: 500,000 Gold, 4 Weeks
-GEOMANCER-
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Requires: Phantom Terrain Link Established: Battlefield
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Battlefield on a Random World
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Requires: Phantom Terrain Link Established: Beach
Cost: 50,000 Gold, 1 Week, 1 Square Mile of Beach on a Random World
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Requires: Phantom Terrain Link Established: Jungle
Cost: 80,000 Gold, 1 Week, 1 Square Mile of Jungle on a Random World
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Requires: Phantom Terrain Link Established: Junkyard
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Junkyard on a Random World
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Requires: Phantom Terrain Link Established: Ocean
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Ocean on a Random World
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Requires: Geomancer, Establish Dimensional Portal
Cost: 5,000,000 Gold, 2 Weeks
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Requires: Basic Geomancy Attunement
Cost: 180,000 Gold, 1 Week, 5 Square Mile of Battlefield on a Random World
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Requires: Basic Geomancy Attunement
Cost: 100,000 Gold, 1 Week, 5 Square Mile of Beach on a Random World
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Requires: Basic Geomancy Attunement
Cost: 160,000 Gold, 1 Week, 5 Square Mile of Jungle on a Random World
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Junkyard on a Random World
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Ocean on a Random World
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Requires: 5 Geomancer abilities whose name contains 'Attuned to Terrain'
Cost: 5,000,000 Gold, 5 Weeks
Discounts thus acquired, he then gets:
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy 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 Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Geomancer, 50 other Geomancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Requires: Phantom Terrain Link Established: Boneyard
Cost: 1 Week
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Requires: Phantom Terrain Link Established: Bubble Cosmos
Cost: 79,800,000 Gold, 1 Week
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Requires: Phantom Terrain Link Established: Caverns
Cost: 1 Week
Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Requires: Phantom Terrain Link Established: Celestial City
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Requires: Phantom Terrain Link Established: Cliffside
Cost: 1 Week
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Requires: Phantom Terrain Link Established: Cloudy Sky
Cost: 1 Week
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Requires: Phantom Terrain Link Established: Conifer Forest
Cost: 1 Week
Attuned to Terrain: Crystal Isles - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Crystal Isles
Requires: Phantom Terrain Link Established: Crystal Isles
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Requires: Phantom Terrain Link Established: Dark Forest
Cost: 1 Week
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Requires: Phantom Terrain Link Established: Desert
Cost: 1 Week
Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Requires: Phantom Terrain Link Established: Divine Domain
Cost: 199,800,000 Gold, 1 Week
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Requires: Phantom Terrain Link Established: Dry Riverbed
Cost: 1 Week
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Requires: Phantom Terrain Link Established: Ethereal Mists
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Requires: Phantom Terrain Link Established: Farmland
Cost: 1 Week
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Requires: Phantom Terrain Link Established: Forest
Cost: 1 Week
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Requires: Phantom Terrain Link Established: Frozen Waste
Cost: 1 Week
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Requires: Phantom Terrain Link Established: Glacier
Cost: 1 Week
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Requires: Phantom Terrain Link Established: Graveyard
Cost: 1 Week
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Requires: Phantom Terrain Link Established: Hills
Cost: 1 Week
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Requires: Phantom Terrain Link Established: Lake
Cost: 1 Week
Attuned to Terrain: Land of Mist and Poison - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of Mist and Poison
Requires: Phantom Terrain Link Established: Land of Mist and Poison
Cost: 59,800,000 Gold, 1 Week
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Requires: Phantom Terrain Link Established: Marsh
Cost: 1 Week
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Requires: Phantom Terrain Link Established: Meadow
Cost: 1 Week
Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Requires: Phantom Terrain Link Established: Mesa
Cost: 1 Week
Attuned to Terrain: Mindscape - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mindscape
Requires: Phantom Terrain Link Established: Mindscape
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Requires: Phantom Terrain Link Established: Mountains
Cost: 1 Week
Attuned to Terrain: Mushroom Forest- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Requires: Phantom Terrain Link Established: Mushroom Forest
Cost: 1 Week
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Requires: Phantom Terrain Link Established: Open Plains
Cost: 1 Week
Attuned to Terrain: Primordial Soup - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Soup
Requires: Phantom Terrain Link Established: Primordial Soup
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Requires: Phantom Terrain Link Established: Primordial Void
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Sea of Madness - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sea of Madness
Requires: Phantom Terrain Link Established: Sea of Madness
Cost: 29,800,000 Gold, 1 Week
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Requires: Phantom Terrain Link Established: Space
Cost: 1 Week
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Geomancy Attunement, 100 other Geomancer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Requires: Attuned to Terrain: Desert
Cost: 1 Week
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Boneyard on a Random World
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Bubble Cosmos in a Random Dimension
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Caverns on a Random World
Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Celestial City in a Random Dimension
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Cliffside on a Random World
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Cloudy Sky on a Random World
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Conifer Forest on a Random World
Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Crystal Isles in a Random Dimension
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Dark Forest on a Random World
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Desert on a Random World
Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Requires: Establish Planar Phantom Terrain Links, Level 40
Cost: 1,999,800,000 Gold, 1 Week, 2 Square Mile of Divine Domain in a Random Dimension
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Dry Riverbed on a Random World
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Ethereal Mists in a Random Dimension
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Farmland on a Random World
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Forest on a Random World
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Frozen Waste on a Random World
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Glacier on a Random World
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Graveyard on a Random World
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Hills on a Random World
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Lake on a Random World
Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 599,800,000 Gold, 1 Week, 5 Square Mile of Land of Mist and Poison in a Random Dimension
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Marsh on a Random World
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Meadow on a Random World
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Mesa on a Random World
Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Mindscape in a Random Dimension
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Mountains on a Random World
Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Requires: Basic Geomancy Attunement
Cost: 320,000 Gold, 1 Week, 2 Square Mile of Mushroom Forest on a Random World
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Open Plains on a Random World
Phantom Terrain Link Established: Primordial Soup- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Soup
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Primordial Soup in a Random Dimension
Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Primordial Void in a Random Dimension
Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Requires: Establish Planar Phantom Terrain Links, Level 20
Cost: 299,800,000 Gold, 1 Week, 2 Square Mile of Sea of Madness in a Random Dimension
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Requires: Basic Geomancy Attunement
Cost: 1 Week, 2 Square Mile of Space on a Random World
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Requires: Zonal Link Established: Zone of Acid, Apprentice Geomancy Attunement, Caliph of Corrosion
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Requires: Zonal Link Established: Zone of Dakness, Apprentice Geomancy Attunement, Ebony Chancellor
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Requires: Zonal Link Established: Zone of Fre, Apprentice Geomancy Attunement, Blazing Sultan
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Moon- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Moon’' ability may create a Zone of Moon even if other zones are present
Requires: Zonal Link Established: Zone of Moon, Apprentice Geomancy Attunement, Lunar Trickster
Cost: 300,000 Gold, 1 Week
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Air Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Darkness Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Earth 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 Moon- (Passive Ability, Geomancer) Possessor may create a Zone of Moon at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Moon 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
Zonal Link Established: Zone of War- (Passive Ability, Geomancer) Possessor may create a Zone of War at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic War Synchronization
Cost: 100,000 Gold, 1 Week
(including the price of the Properties required by the Geomancer abilities): 7,036,175,000 Gold (Paid by Volatilis), 250 Spheres (on Volatilis), 90 Purity (from Dulcinea), 409 Weeks, his 3 Walker From Beyond Weeks