Draconics wrote:
I can't post the abilities the RM bought into his post cause there are too many, below is the full list of what was bought:
Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
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Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Piloting
Cost: 100,000 Gold, 2 Weeks
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Requires: Basic Vessel User
Cost: 90,000 Gold, 2 Weeks
Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Requires: Basic Boat Sailing
Cost: 60,000 Gold, 2 Weeks
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks
Pole-Raft Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +50 AGI if possessor is wielding a Polearm
Requires: Basic Boat Sailing, Basic Polearm Training
Cost: 60,000 Gold, 2 Weeks
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Requires: Sea Legs
Cost: 170,000 Gold, 3 Weeks
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks
Stealthy Rafting- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +1% Dodge against opponents who have not yet acted
Requires: Pole-Raft Captain, Can Sail Well Under Darkness
Cost: 300,000 Gold, 2 Weeks
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Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Requires: Basic Vehicle User, 3 Thief abilities
Cost: 120,000 Gold, 3 Weeks
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Requires: Vehicle-Based Smuggler, 3 Captain abilities
Cost: 190,000 Gold, 3 Weeks
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Vehicle User, 3 other Driver abilities
Cost: 125,000 Gold, 2 Weeks
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Requires: Basic Vehicle User
Cost: 40,000 Gold, 3 Weeks
Bail Out!- (Passive Ability, Driver) If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Requires: Stunt Driver
Cost: 190,000 Gold, 3 Weeks
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Requires: Basic Vehicle User, 2 Thief abilities
Cost: 60,000 Gold, 2 Weeks
Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
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Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week
Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks
Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks
Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 2 Weeks
Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Shapeshifted Form User, 3 other Metamorph abilities
Cost: 125,000 Gold, 2 Weeks
Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Requires: Basic Shapeshifed Form User
Cost: 80,000 Gold, 2 Weeks
Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 1 Week
Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks
Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Requires: Deathshift (Beginner)
Cost: 80,000 Gold, 2 Weeks
Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them
Requires: Basic Shapeshifed Form User
Cost: 50,000 Gold, 2 Weeks
Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Requires: Apprentice Shapeshifted Form User, 10 other Metamorph abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Apprentice Shapeshifted Form User, Retain Shapeshifted Characteristics (Minor)
Cost: 200,000 Gold, 2 Weeks
Form of Fox- (Stance Ability, Metamorph) +30 AGI
Requires: Basic Shapeshifted Form User
Cost: 10,000 Gold, 1 Week
Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks
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Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation
Requires: Basic Natural Form User
Cost: 40,000 Gold, 2 Weeks
Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage
Requires: Basic Natural Form User
Cost: 20,000 Gold, 2 Weeks
Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)
Requires: Basic Natural Form User
Cost: 50,000 Gold, 2 Weeks
Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP
Requires: Increased Animal Fierceness OR Quick Prey-Animal Scampering Maneuvers
Cost: 60,000 Gold, 2 Weeks
Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace
Requires: Tenacious Animal Forms
Cost: 60,000 Gold, 2 Weeks
Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Natural Form User, 3 other Wildshaper abilities
Cost: 125,000 Gold, 2 Weeks
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Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Mech User, 3 other Mech Jockey abilities
Cost: 125,000 Gold, 2 Weeks
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Requires: Apprentice Mech Use, Apprentice Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks
Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks
Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name
Requires: Gun Installer, Missile Installer
Cost: 60,000 Gold, 2 Weeks
Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Requires: Basic Mech Use, 5 Base SPI
Cost: 30,000 Gold, 2 Weeks
My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
Requires: Basic Spiritual Mech Empowerment
Cost: 600,000 Gold, 2 Weeks
This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Requires: My Soul Burns Bright! My Mech Shoots HARDER!
Cost: 1,000,000 Gold, 2 Weeks
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice Mech User, 10 other Mech Jockey abilities
Cost: 125,000 Gold, 4 Weeks
Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks
Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks
Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Requires: Assault, Gun-and-Run, Mech Jockey
Cost: 300,000 Gold, 1 Week
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Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
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Basic Fiendish Form User- (Passive Ability, Exemplar of Malevolence) All Fiendish Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
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Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Requires: Basic Dark Transformation User
Cost: 60,000 Gold, 2 Weeks
Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Requires: Dark Transformation Morphing I
Cost: 60,000 Gold, 2 Weeks
Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Apprentice Dark Transformation User- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Nemesis abilities
Cost: 125,000 Gold, 2 Weeks
Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Shadowed Transformation- (Passive Ability, Nemesis) Possessor counts as 1 Level higher (to a max of Level 40 as an effect that does not bypass Level-based immunities) for purposes of avoiding having its stats successfully scanned on the round after possessor transforms into a Dark Transformation if said transforming occurred while possessor was in a Zone of Darkness
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks
Void's Breath Calls from Within- (Passive Ability, Nemesis) Possessor's Voidstruck infliction chances are increased by 10% if possessor has a Dark Transformation equipped or is in a Dark Transformation
Requires: Apprentice Dark Transformation User, Offensive Dark Transformation Morphing I
Cost: 300,000 Gold, 2 Weeks
Shadow-Fed Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations regenerate 5,000 HP at the start of each round if in a Zone of Darkness
Requires: Basic Darkness Synchronization, Shadowed Transformation
Cost: 90,000 Gold, 2 Weeks
Shadow-Empowered Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +500 to all stats if in a Zone of Darkness
Requires: Shadow-Fed Transformation, Apprentice Darkness Synchronization, Apprentice Dark Transformation User
Cost: 90,000 Gold, 2 Weeks
Inner Shadows Bursting Forth- (Passive Ability, Nemesis) Possessor may create a Zone of Darkness when possessor enters a Dark Transformation transformation
Requires: Shadow-Empowered Transformation, Void's Breath Calls from Within
Cost: 300,000 Gold, 2 Weeks
Enthroned by Darkness- (Passive Ability, Nemesis) Possessor and possessor's allies may not be afflicted with Charm by sources below Level 25 if possessor is in a Dark Transformation and possessor is in a Zone of Darkness
Requires: Basic Leadership Attunement, Shadow-Empowered Transformation
Cost: 200,000 Gold, 2 Weeks
Nemesis- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Dark Transformation User, 10 other Nemesis abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Requires: Spellcasting Technique
Cost: 100,000 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
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Requires: Basic Wizard Magic Attunement, Apprentice Thief Arts Attunement
Cost: 200,000 Gold, 2 Weeks
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic
Cost: 5,000,000 Gold, 2 Weeks
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week
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
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks
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
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Requires: Apprentice Wizard Magic Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 Gold, 2 Weeks
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Requires: Spellcasting Technique
Cost: 200,000 Gold, 2 Weeks
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 MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 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
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Requires: Wizard Magic Casting I
Cost: 100,000 Gold, 2 Weeks
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Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 360,000 Gold, 3 Weeks
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Requires: Mutative Form
Cost: 100,000 Gold, 2 Weeks
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Requires: Mutative Self-Augmentation
Cost: 150,000 Gold, 2 Weeks
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Requires: Mutative Arms
Cost: 100,000 Gold, 2 Weeks
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Requires: Mutative Head
Cost: 100,000 Gold, 2 Weeks
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Requires: Apprentice Transmutation Attunement
Cost: 210,000 Gold, 3 Weeks
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Requires: Mutative Arms
Cost: 300,000 Gold, 3 Weeks
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Requires: Polymorph Expert
Cost: 205,000 Gold, 2 Weeks
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Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Requires: Basic Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Technomancy Attunement, 3 other Technomancer abilities
Cost: 125,000 Gold, 2 Weeks
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Requires: Understanding of Common Practices of Theoretical Magic, Understanding of Common Practices of Theoretical Science, Basic Hypertech Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 3 Weeks
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Requires: Basic Technomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Requires: Technomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Requires: Technomancy Casting II, Apprentice Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week
Apprentice Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 50 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: Basic Sigil Magic Attunement, 3 other Sigil Tracer abilities
Cost: 125,000 Gold, 2 Weeks
Sigil Magic Casting I- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 20 less MP to cast
Requires: Basic Sigil Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Sigil Magic Casting II- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast
Requires: Sigil Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Sigil Magic Casting- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sigil Magic
Requires: Sigil Magic Casting II, Apprentice Sigil Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Sigil Maker- (Passive Ability, Sigil Tracer) Possessor gains +20 to all stats for each Sigil possessor has equipped
Requires: Basic Magewright Proficiency, Basic Sigil Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Sigil Tracer- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possesser 500 less MP to cast and Sigil Magic buffs with possessor as a source that already possess a duration of at least 5 rounds have their duration increased by 5 rounds
Requires: Apprentice Sigil Magic Attunement, 10 other Sigil Tracer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
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Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Shamanic Agility Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Shamanic Constitution Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Shamanic Mind Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Shamanic Spirit Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week
Basic Shamanic Strength Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week
Apprentice Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 50 more points, and all Shaman Magic spells cost possessor 50 less MP to cast
Requires: Basic Shaman Magic Attunement, 3 other Shaman abilities
Cost: 125,000 Gold, 2 Weeks
Shaman Magic Casting I- (Passive Ability, Shaman) Shaman Magic spells cost possessor 20 less MP to cast
Requires: Basic Shaman Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Shaman Magic Casting II- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast
Requires: Shaman Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Shaman Magic Casting- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shaman Magic
Requires: Shaman Magic Casting II, Apprentice Shaman Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Shaman- (Passive Ability, Shaman) Shaman Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Shaman Magic spells cost possessor (50 * Possessor Level) less MP to cast, Shaman Magic spells that possessor casts that buff stats do so by an additional (50 * Possessor Level) points as an effect that stacks up to (Possessor Level) times
Requires: Apprentice Shaman Magic Training, 10 other Shaman abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Requires: Shadow Magic Casting II, Apprentice Shadow Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks
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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
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks
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 Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 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 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
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
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Requires: Basic Ritual Magic Attunement, Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 3 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
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
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Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Requires: Basic Psychic Power Attunement
Cost: 50,000 Gold, 2 Weeks
Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Requires: Psychic Power Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Cryokinesis Powers
Cost: 60,000 Gold, 2 Weeks
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Electrokinesis Powers
Cost: 60,000 Gold, 2 Weeks
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 Gold, 2 Weeks
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Apprentice Psychic Power Attunement, Basic Psychometry Powers
Cost: 60,000 Gold, 2 Weeks
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Pyrokinesis Powers
Cost: 60,000 Gold, 2 Weeks
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Cryokinesis Powers
Cost: 200,000 Gold, 2 Weeks
Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Electrokinesis Powers
Cost: 200,000 Gold, 2 Weeks
Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Requires: Psychic Power Casting II, Apprentice Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Requires: Trade, Basic Telekinesis Powers
Cost: 100,000 Gold, 2 Weeks
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Mentalist, Improved Psychometry Powers, Diviner
Cost: 200,000 Gold, 2 Weeks
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Pyrokinesis Powers
Cost: 200,000 Gold, 2 Weeks
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Requires: Basic Psychic Power Attunement
Cost: 40,000 Gold, 2 Weeks
--
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Requires: Illusion Magic Casting II, Apprentice Illusion Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Requires: Illusion Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Requires: Mask True Power
Cost: 200,000 Gold, 3 Weeks
Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Requires: Form-Blurring Stance
Cost: 200,000 Gold, 2 Weeks
Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Requires: Convincing Liar, Basic Shadow Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Requires: Basic Unreality Sculpting, Level 15
Cost: 300,000 Gold, 2 Weeks
--
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
--
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 2 Weeks
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Requires: Basic Research Skills
Cost: 40,000 Gold, 2 Weeks
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Requires: Basic Hypertech Attunement, 3 other Scientist abilities
Cost: 125,000 Gold, 2 Weeks
Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Requires: Basic Research Skills, Basic Power Armor Mastery
Cost: 200,000 Gold, 2 Weeks
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Engineer Proficiency, Basic Crafter Proficiency, Mechanical Knowledge, Basic Smith Proficiency
Cost: 200,000 Gold, 3 Weeks
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Assault Matrix Training, Basic Gun Training, Basic Tool Training
Cost: 200,000 Gold, 2 Weeks
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks
Researcher- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Requires: Scientist, 10 abilities with 'Research' in the name
Cost: 500,000 Gold, 5 Weeks
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Science, Scholar, Researcher
Cost: 5,000,000 Gold, 4 Weeks
--
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name
Requires: Basic Gunslinging Attunement
Cost: 240,000 Gold, 3 Weeks
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Requires: Trick Shooter
Cost: 260,000 Gold, 2 Weeks
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Requires: Basic Gunslinging Attunement, 3 other Gunslinger abilities
Cost: 125,000 Gold, 2 Weeks
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Requires: Trick Shooter, Mathematical Knowledge
Cost: 390,000 Gold, 3 Weeks
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Requires: Apprentice Gunslinging Attunement
Cost: 70,000 Gold, 2 Weeks
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Requires: Basic Gunslinging Attunement
Cost: 80,000 Gold, 2 Weeks
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Requires: Fast Draw, Gunslinging Casting I
Cost: 80,000 Gold, 2 Weeks
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Requires: Basic Gunslinging Attunement
Cost: 50,000 Gold, 2 Weeks
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 2 Weeks
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Requires: Apprentice Gunslinging Attunement, 10 other Gunslinger abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)
Requires: Gunner, Gunslinger, Trick Shooter, Shot Master, Fast Reload, Close Shooting, Shot on the Run
Cost: 5,000,000 Gold, 2 Weeks
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gunslinger, 50 other Gunslinger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
--
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Electrical Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Ice Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Psychic Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Physical Synchronization
Cost: 100,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Requires: Zonal Link Established: Zone of Air, Apprentice Geomancy Attunement, Wind Duke
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 Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Requires: Zonal Link Established: Zone of Earth, Apprentice Geomancy Attunement, Mountain King
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 Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Radiant Hierophant
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Requires: Zonal Link Established: Zone of Technology, Apprentice Geomancy Attunement, Heir to the Future
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Requires: Zonal Link Established: Zone of Water, Apprentice Geomancy Attunement, Ocean Prince
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Requires: Zonal Link Established: Zone of Electrical, Apprentice Geomancy Attunement, Lightning Lord
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Requires: Zonal Link Established: Zone of Ice, Apprentice Geomancy Attunement, Snow Queen
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Mind Lord
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Requires: Zonal Link Established: Zone of Physical, Apprentice Geomancy Attunement, Kinetic Emperor
Cost: 300,000 Gold, 1 Week
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
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
--
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Requires: Basic Force Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Requires: Force Magic Casting II, Apprentice Force Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Requires: Basic Force Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Requires: Force Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Force Magic Attunement, 3 other Force Mage abilities
Cost: 125,000 Gold, 2 Weeks
--
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Requires: Basic Ethereal Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Requires: Ethereal Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Ethereal Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Requires: Semi-Ethereal Constitution, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Requires: Basic Ethereal Magic Attunement, 3 other Veilwalker abilities
Cost: 125,000 Gold, 2 Weeks
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Requires: Ethereal Magic Casting II, Apprentice Ethereal Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Ethereal Magic Knowledge
Cost: 100,000 Gold, 2 Weeks
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks
--
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence: Double
Cost: 300,000 Gold, 1 Week
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Cost: 300,000 Gold, 2 Weeks
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: Basic Enchantment Attunement, 3 other Enchanter abilities
Cost: 125,000 Gold, 2 Weeks
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks
--
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks
--
(this block is NOT in buy-order)
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)
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Requires: Basic Druid Magic Attunement, 3 other Druid abilities
Cost: 125,000 Gold, 2 Weeks
Arctic Druid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance
Requires: Accustomed to the Wild, Druid, Basic Ice Synchronization OR Envoy of Winter
Cost: 200,000 Gold, 2 Weeks
Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks
Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Requires: Attract Animals
Cost: 130,000 Gold, 3 Weeks
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Requires: No prerequisites
Cost: 20,000 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
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: Attuned to the Environment, Basic Zonal Linking, Basic Understanding of Linking Magic Types
Cost: 200,000 Gold, 2 Weeks
Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit
Requires: Druid, Shaman OR Shrine Maiden
Cost: 2,000,000 Gold, 2 Weeks
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Requires: Basic Geomantic Druidic Arts
Cost: 100,000 Gold, 2 Weeks
Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 6,000,000 Gold, 3 Weeks
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Requires: Apprentice Druid Magic Training, 10 other Druid abilities
Cost: 125,000 Gold, 4 Weeks
Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Requires: Druid
Cost: 200,000 Gold, 2 Weeks
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Requires: Can Sense Zonal Traits
Cost: 300,000 Gold, 2 Weeks
Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp
Requires: Druidic Land Attunement, Attuned to Terrain: Swamp
Cost: 500,000 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
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks
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
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Requires: Friend of the Trees
Cost: 160,000 Gold, 2 Weeks
Influence Weather- (Active Ability, Druid) Possessor may spend an action to 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: Basic Druid Weather Control
Cost: 100,000 Gold, 1 Week
Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Beastmaster, Botanist OR Hydromancer
Cost: 6,000,000 Gold, 3 Weeks
Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped
Requires: Druid, Basic Flux Baron Knowledge, Geomancer, Basic Natural Form User
Cost: 3,000,000 Gold, 2 Weeks
Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience
Requires: Druid, Accustomed to the Wild, Teramancer OR Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks
Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 200,000 Gold, 2 Weeks
Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Requires: Druid, Illusionist OR Flux Baron OR Adept Druid Magic Attunement
Cost: 1,000,000 Gold, 2 Weeks
Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs
Requires: Druid
Cost: 200,000 Gold, 2 Weeks
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks
Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant
Requires: Druid, Biomancer OR Adept Healer Magic Attunement
Cost: 7,000,000 Gold, 2 Weeks
Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Requires: Resist Unnatural Magic, Basic Botanist Knowledge, Druid
Cost: 300,000 Gold, 2 Weeks
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Requires: Protector of the Land
Cost: 200,000 Gold, 2 Weeks
Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned
Requires: Druid, Summoner
Cost: 300,000 Gold, 2 Weeks
Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Aeromancer OR Basic Air Synchronization
Cost: 6,000,000 Gold, 3 Weeks
Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance
Requires: Influence Weather, Accustomed to the Wild, Sky Druid, Basic Electrical Synchronization OR Wizard OR Aeromancer
Cost: 200,000 Gold, 2 Weeks
Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance
Requires: Druidic Land Attunement: Swamp, Accustomed to the Wild
Cost: 300,000 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
Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Requires: Druidic Land Attunement
Cost: 300,000 Gold, 2 Weeks
Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned
Requires: Druid, Sage
Cost: 300,000 Gold, 2 Weeks
Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats
Requires: Shaman, Druid
Cost: 1,000,000 Gold, 2 Weeks
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
Requires: Druid, Diviner, Accustomed to the Wild
Cost: 2,000,000 Gold, 2 Weeks
Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance
Requires: Accustomed to the Wild, Druid, Basic Fire Synchronization OR Pyromancer
Cost: 200,000 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
--
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 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
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
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
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 50,000 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
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
Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.
Requires: Manna From the Heavens, Chef, Crafter, Metacombine
Cost: 600,000 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
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
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
Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Requires: Priest
Cost: 500,000 Gold, 2 Weeks
Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
Requires: Priest, Wanderer
Cost: 600,000 Gold, 2 Weeks
Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped
Requires: Priest, Sage
Cost: 250,000 Gold, 2 Weeks
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Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Requires: Basic Demon Magic Attunement
Cost: 300,000 Gold, 3 Weeks
Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Requires: Basic Demon Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Requires: Basic Demon Magic Attunement, Basic Ritual Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Requires: Basic Demon Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
Requires: Demon Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Requires: Basic Demon Magic Attunement, 3 other Diabolist abilities
Cost: 125,000 Gold, 2 Weeks
Focused Demon Magic Casting- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Demon Magic
Requires: Demon Magic Casting II, Apprentice Demon Magic Attunement
Cost: 60,000 Gold, 2 Weeks
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Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Empowered by Darkness
Cost: 120,000 Gold, 2 Weeks
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Requires: EITHER Basic Alchemy Attunement OR Level 10, Basic Dark Magic Attunement
Cost: 90,000 Gold, 2 Weeks
Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Requires: Baleful Brewer, Proficient in Heating Cauldrons Efficiently
Cost: 260,000 Gold, 3 Weeks
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Requires: Apprentice Dark Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Requires: Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Requires: Augment Curses, Vengeful
Cost: 300,000 Gold, 2 Weeks
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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
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks
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
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
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Requires: Athletic
Cost: 200,000 Gold, 2 Weeks
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 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
Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Adept Combat Arts Attunement, Armed to the Gills
Cost: 3,000,000 Gold, 4 Weeks
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Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Requires: Basic Biomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Requires: Biomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Requires: Biomancy Casting II, Apprentice Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Requires: Increase Virulence
Cost: 2,000,000 Gold, 2 Weeks
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Spirit- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Spirit do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 1,000,000 Gold, 4 Weeks
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks
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Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Cost: 0 Gold, 5 Weeks
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Requires: Sexy Voice
Cost: 300,000 Gold, 5 Weeks
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Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Requires: Basic Astral Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Requires: Basic Astral Magic Attunement, 3 other Astromancer abilities
Cost: 125,000 Gold, 2 Weeks
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Draws Power from the Sky of Night, Beneath an Astral Sign, Star Charter
Cost: 120,000 Gold, 2 Weeks
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Requires: Basic Astral Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Requires: Astral Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 4 Weeks
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks
Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks
Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space
Requires: Charter of Astrogeomantic Power, Beneath Favorable Stars
Cost: 140,000 Gold, 2 Weeks
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Requires: Astral Magic Casting II, Apprentice Astral Magic Attunement
Cost: 60,000 Gold, 2 Weeks
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Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks
Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks
Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
Requires: Archery Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Requires: Basic Archery Attunement, 3 other Hunter abilities
Cost: 125,000 Gold, 2 Weeks
Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Requires: Archery Casting II, Apprentice Archery Attunement
Cost: 60,000 Gold, 2 Weeks
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks
Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks
Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Requires: Hunter of Beasts, Hunter of Birds, Hunter of Fish
Cost: 300,000 Gold, 2 Weeks
Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Requires: Basic Archery Attunement, Basic Bow Training
Cost: 40,000 Gold, 2 Weeks
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Requires: Apprentice Archery Training, 10 other Archer abilities
Cost: 125,000 Gold, 4 Weeks
Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Requires: Hunter, Level 40
Cost: 4,000,000 Gold, 2 Weeks
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Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks
Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Requires: Basic Artifice Attunement, 3 other Artificer abilities
Cost: 125,000 Gold, 2 Weeks
Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks
Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks
Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks
Invention Creation Discovery Mastery- (Passive Ability, Artificer) Passive Abilities from the Artificer class whose name includes 'Invention Creation Discovery' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Artificer abilities that are Techniques whose name contains 'Invention Creation Discovery'
Cost: 5,000,000 Gold, 5 Weeks
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks
Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Requires: Artificer's Invention Creation Discovery: Deal Technology Damage, Gearwright
Cost: 90,000 Gold, 1 Weeks
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Requires: Basic Artifice Attunement
Cost: 60,000 Gold, 2 Weeks
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Requires: Apprentice Artifice Training, 10 other Artificer abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Requires: Apprentice Crafter Proficiency, 10 other Crafter abilities
Cost: 125,000 Gold, 4 Weeks
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Requires: Has Researched Common Technologies, Basic Invention Charge Preservation, Crafter, Engineer
Cost: 300,000 Gold, 3 Weeks
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Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Barbequer's Apprentice
Cost: 100,000 Gold, 2 Weeks
Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Requires: Grillmaster, Gangsta, Diviner
Cost: 400,000 Gold, 2 Weeks
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks
Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Requires: Apprentice Chef Training, Wine Critic
Cost: 1,400,000 Gold, 2 Weeks
Gourmand- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Requires: Apprentice Chef Training, Food Critic
Cost: 1,400,000 Gold, 2 Weeks
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Requires: Food Taster
Cost: 130,000 Gold, 2 Weeks
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
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Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Basic Magewright Proficiency, 3 other Magewright abilities
Cost: 125,000 Gold, 2 Weeks
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Requires: Basic Magewright Proficiency, Basic Enchantment Synchronization
Cost: 60,000 Gold, 2 Weeks
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 100,000 Gold, 2 Weeks
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Apprentice Magewright Proficiency, 10 other Magewright abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Engineer Proficiency
Cost: 60,000 Gold, 2 Weeks
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Gearwright Knowledge
Cost: 300,000 Gold, 3 Weeks
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mechanist Knowledge
Cost: 300,000 Gold, 3 Weeks
Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vehicle User
Cost: 300,000 Gold, 3 Weeks
Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vessel User
Cost: 300,000 Gold, 3 Weeks
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Apprentice Engineer Proficiency, 10 other Engineer abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Jeweler Proficiency
Cost: 60,000 Gold, 2 Weeks
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Gemcutting Skills, Basic Appraisal Skills
Cost: 500,000 Gold, 2 Weeks
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Requires: Crystal-Maker
Cost: 500,000 Gold, 2 Weeks
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker, Basic Magewright Proficiency
Cost: 500,000 Gold, 2 Weeks
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency, Basic Gearwright Knowledge
Cost: 500,000 Gold, 2 Weeks
Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Apprentice Jeweler Proficiency, 10 other Jeweler abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks
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Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Requires: Basic Grand Armor Mastery, 3 other Gigas Knight abilities
Cost: 125,000 Gold, 2 Weeks
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Requires: Apprentice Grand Armor Mastery
Cost: 70,000 Gold, 2 Weeks
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Requires: Basic Grand Armor Mastery
Cost: 20,000 Gold, 2 Weeks
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Requires: Grand Armor Wearer I
Cost: 60,000 Gold, 2 Weeks
Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor
Requires: Grand Armor Wearer II, Apprentice Grand Armor Mastery
Requires: 60,000 Gold, 2 Weeks
Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Requires: Grand Armor Wearer II
Cost: 40,000 Gold, 2 Weeks
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Requires: Grand Armor Wearer II
Cost: 60,000 Gold, 2 Weeks
Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Requires: Apprentice Grand Armor Mastery, 10 other Gigas Knight abilities
Cost: 125,000 Gold, 4 Weeks
Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped
Requires: Gigas Knight, Engineer, Gunner
Cost: 6,000,000 Gold, 2 Weeks
Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Requires: Lesser Gigas Shell Body, Gigas Knight, 10 Base CON
Cost: 300,000 Gold, 2 Weeks
Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped
Requires: Engineer, Gigas Knight, Scientist
Cost: 5,000,000 Gold, 2 Weeks
Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic
Requires: Gigas Knight, Magewright
Cost: 500,000 Gold, 2 Weeks
Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor
Requires: Gigas Knight, Engineer
Cost: 200,000 Gold, 2 Weeks
Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Grand Armor Wearer II
Cost: 250,000 Gold, 2 Weeks
Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body
Cost: 80,000 Gold, 2 Weeks
Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Requires: Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks
Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Requires: Proficient In Wearing Very Heavy Armor
Cost: 70,000 Gold, 2 Weeks
Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Requires: Bulky
Cost: 300,000 Gold, 2 Weeks
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Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 600,000 Gold, 3 Weeks
Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Requires: Basic Disguise Proficiency
Cost: 20,000 Gold, 3 Weeks
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks
Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Requires: Makeup Artist, Clown, Basic Disguise Proficiency
Cost: 200,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Robot- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Robot and a Disguise equipped by possessor is changing possessor's subtype to Robot
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Shapeshifter- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Shapeshifter and a Disguise equipped by possessor is changing possessor's subtype to Shapeshifter
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Spirit- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Spirit and a Disguise equipped by possessor is changing possessor's subtype to Spirit
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Undead- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Undead and a Disguise equipped by possessor is changing possessor's subtype to Undead
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
Requires: Apprentice Disguise Mastery, 10 other Spy abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Requires: Basic Whip Training
Cost: 20,000 Gold, 2 Weeks
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
Requires: Whip Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Requires: Basic Whip Training, 3 other Dominator abilities
Cost: 125,000 Gold, 2 Weeks
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Requires: Basic Whip Training
Cost: 70,000 Gold, 2 Weeks
Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks
Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks
Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip
Requires: Charming Lash, Painful Lash
Cost: 200,000 Gold, 2 Weeks
Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip
Requires: Enthusiastic Slave-Driver Principle
Cost: 200,000 Gold, 2 Weeks
Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Requires: Apprentice Whip Training, 10 other Dominator abilities
Cost: 125,000 Gold, 4 Weeks
Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring
Requires: Dominator, Enthusiastic Slave-Driver Principle
Cost: 2,500,000 Gold, 2 Weeks
Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip
Requires: Obey!
Cost: 5,000,000 Gold, 2 Weeks
Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped
Requires: Whip Wielding II, Dominator
Cost: 100,000 Gold, 2 Weeks
Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission
Requires: Whip Wielding III
Cost: 50,000 Gold, 2 Weeks
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Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +50 Ranged Attack
Requires: Basic Throwing Weapon Training
Cost: 30,000 Gold, 2 Weeks
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Requires: Basic Throwing Weapon Training
Cost: 50,000 Gold, 2 Weeks
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Requires: Basic Throwing Weapon Training, 3 other Assassin abilities
Cost: 125,000 Gold, 2 Weeks
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 1,000,000 Gold, 5 Weeks
Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Requires: Strong Throw
Cost: 100,000 Gold, 2 Weeks
Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.
Requires: Strong Throw
Cost: 300,000 Gold, 2 Weeks
Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Requires: Apprentice Throwing Weapon Attunement
Cost: 200,000 Gold, 3 Weeks
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Requires: Juggler
Cost: 300,000 Gold, 2 Weeks
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Requires: Apprentice Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training, 10 other Assassin abilities
Cost: 125,000 Gold, 4 Weeks
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 200,000 Gold, 2 Weeks
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Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Requires: Basic Staff Training
Cost: 20,000 Gold, 2 Weeks
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Requires: Staff Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Requires: Basic Staff Training, 3 other Sage abilities
Cost: 125,000 Gold, 2 Weeks
Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Requires: Basic Staff Training
Cost: 140,000 Gold, 3 Weeks
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks
Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Requires: Apprentice Staff Training, Spiral Staff Strike, Twin-Ended Staff Style
Cost: 240,000 Gold, 2 Weeks
Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Requires: Twin-Ended Staff Style, Spiral Staff Strike
Cost: 180,000 Gold, 3 Weeks
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Requires: Basic Staff Training
Cost: 70,000 Gold, 2 Weeks
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff, Basic Elemental Magic Attunement
Cost: 140,000 Gold, 2 Weeks
Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff
Cost: 140,000 Gold, 2 Weeks
Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)
Requires: Empower Staff, Envoy of Air
Cost: 140,000 Gold, 2 Weeks
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Requires: Apprentice Staff Training, 10 other Sage abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.
Requires: Basic Spear Training
Cost: 90,000 Gold, 3 Weeks
Bolt Thrust- (Technique Ability, Lancer) Possessor may use 'Bolt Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Spear Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks
Bright Thrust- (Technique Ability, Lancer) Possessor may use 'Bright Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Spear Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks
Flame Thrust- (Technique Ability, Lancer) Possessor may use 'Flame Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Spear Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks
Frost Thrust- (Technique Ability, Lancer) Possessor may use 'Frost Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Spear Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks
Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Spear Training
Cost: 300,000 Gold, 2 Weeks
Thrust Mastery- (Passive Ability, Lancer) Technique Abilities from the Lancer class whose name includes 'Thrust' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Lancer abilities that are Techniques whose name contains 'Thrust'
Cost: 5,000,000 Gold, 5 Weeks
Wind Thrust- (Technique Ability, Lancer) Possessor may use 'Wind Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Spear Training, Basic Air Synchronization
Cost: 300,000 Gold, 1 Weeks
Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Spear Training
Cost: 500,000 Gold, 1 Weeks
Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks
Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.
Requires: Lancer, Assassin
Cost: 300,000 Gold, 2 Weeks
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Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Requires: Basic Soul Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Soul Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Requires: Basic Soul Training, 3 other Enslaver abilities
Cost: 125,000 Gold, 2 Weeks
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Soul Training
Cost: 10,000 Gold, 1 Week
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Soul Training, Basic Dark Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Soul Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Enslaver abilities that are Techniques whose name contains 'Command'
Cost: 5,000,000 Gold, 5 Weeks
Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Soul Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Requires: Apprentice Soul Training, 10 other Enslaver abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks
Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Command, Apprentice Soul Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks
Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Command, Dominator, Mind Lord
Cost: 300,000 Gold, 1 Weeks
Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Command, Level 20
Cost: 500,000 Gold, 1 Weeks
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Command, Apprentice Soul Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Command, Enslaver, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Command, Level 20
Cost: 500,000 Gold, 1 Weeks
Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Command, Apprentice Soul Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 1 Weeks
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Command, Apprentice Soul Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 1 Weeks
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Requires: Basic Soul Training
Cost: 20,000 Gold, 2 Weeks
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Requires: Soul Wielding I
Cost: 60,000 Gold, 2 Weeks
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Requires: Soul Wielding II, Enslaver
Cost: 100,000 Gold, 2 Weeks
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Requires: Basic Soul Training
Cost: 70,000 Gold, 2 Weeks
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Requires: Force of Command
Cost: 70,000 Gold, 2 Weeks
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Requires: Soul Wielding I, Force of Command
Cost: 40,000 Gold, 2 Weeks
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Requires: Slavemaster's Grip, Enslaving Force, Enslaver
Cost: 150,000 Gold, 2 Weeks
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Requires: Basic Soul Training
Cost: 60,000 Gold, 2 Weeks
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Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Requires: Basic Shield Training
Cost: 20,000 Gold, 2 Weeks
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Requires: Basic Shield Training, 3 other Defender abilities
Cost: 125,000 Gold, 2 Weeks
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Requires: Apprentice Shield Training
Cost: 150,000 Gold, 3 Weeks
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Requires: Block Around the Clock
Cost: 140,000 Gold, 3 Weeks
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Requires: Apprentice Shield Training
Cost: 200,000 Gold, 2 Weeks
Defensive Stance- (Stance Ability, Defender) +50 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Requires: Defensive Stance, 3 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 200,000 Gold, 2 Weeks
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Requires: Basic Shield Training
Cost: 70,000 Gold, 2 Weeks
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Requires: Basic Shield Training
Cost: 90,000 Gold, 2 Weeks
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Requires: Apprentice Shield Training, 10 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
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Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks
Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks
Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Requires: Basic Scythe Training
Cost: 160,000 Gold, 2 Weeks
Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Harvest, Basic Dark Magic Attunement
Cost: 10,000 Gold, 1 Week
Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
Requires: No Prerequisites
Cost: 10,000 Gold, 3 Weeks
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.
Requires: Apprentice Scythe Training, Warlock
Cost: 800,000 Gold, 4 Weeks
Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks
Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Requires: Outsider-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks
Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks
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Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Requires: Basic Polearm Mastery
Cost: 120,000 Gold, 3 Weeks
Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Polearm Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Requires: Basic Polearm Training, 3 other Dragoon abilities
Cost: 125,000 Gold, 2 Weeks
Code Hack- (Technique Ability, Dragoon) Possessor may use 'Code Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Polearm Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks
Critical Hack- (Technique Ability, Dragoon) Possessor may use 'Critical Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +5% Critical.
Requires: Apprentice Polearm Training
Cost: 300,000 Gold, 2 Weeks
Impact Hack- (Technique Ability, Dragoon) Possessor may use 'Impact Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Polearm Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Requires: Basic Polearm Training
Cost: 20,000 Gold, 2 Weeks
Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped
Requires: Polearm Wielding I
Cost: 60,000 Gold, 2 Weeks
Hack Mastery- (Passive Ability, Dragoon) Technique Abilities from the Dragoon class whose name includes 'Hack' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Dragoon abilities that are Techniques whose name contains 'Hack'
Cost: 5,000,000 Gold, 5 Weeks
Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Requires: Apprentice Polearm Training, 10 other Dragoon abilities
Cost: 125,000 Gold, 4 Weeks
Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)
Requires: Lancer, Dragoon, Guilassimo's Impaling Polearm Stance, Hack Mastery, Thrust Mastery, Longarm Stance
Cost: 5,000,000 Gold, 2 Weeks
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Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Requires: Basic Orb Training
Cost: 30,000 Gold, 2 Weeks
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Requires: Basic Bowling Skills, Level 5
Cost: 600,000 Gold, 5 Weeks
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Requires: Basic Orb Training, 3 other Magus abilities
Cost: 125,000 Gold, 2 Weeks
Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped
Requires: Apprentice Orb Training
Cost: 60,000 Gold, 2 Weeks
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Requires: League-Caliber Bowling Skills, Wizard, Theoretical Spellcaster
Cost: 20,000,000 Gold, 5 Weeks
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Requires: Basic Orb Training
Cost: 20,000 Gold, 2 Weeks
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Requires: Orb Wielding I
Cost: 60,000 Gold, 2 Weeks
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Requires: Basic Orb Training
Cost: 70,000 Gold, 2 Weeks
Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Orb Training
Cost: 300,000 Gold, 2 Weeks
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Requires: Apprentice Orb Training, 10 other Magus abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Requires: None
Cost: 90,000 Gold, 3 Weeks
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Requires: Knowledge of Legal Codes, Basic Mace Training
Cost: 180,000 Gold, 2 Weeks
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Requires: Basic Mace Training, 3 other Lawbringer abilities
Cost: 125,000 Gold, 2 Weeks
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Requires: Knowledge of Legal Codes
Cost: 210,000 Gold, 3 Weeks
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Requires: Apprentice Mace Training
Cost: 2500,000 Gold, 3 Weeks
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Requires: Basic Mace Training
Cost: 90,000 Gold, 3 Weeks
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Requires: Lawyer
Cost: 60,000 Gold, 2 Weeks
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack
Requires: Judge
Cost: 80,000 Gold, 2 Weeks
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Requires: Appeal Verdict, Judge
Cost: 190,000 Gold, 2 Weeks
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Requires: Apprentice Mace Training, 10 other Lawbringer abilities
Cost: 125,000 Gold, 4 Weeks
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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
Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow 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 Darkness element.
Requires: Basic Knife Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Requires: Basic Knife Training, 3 other Shadow Blade abilities
Cost: 125,000 Gold, 2 Weeks
Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Requires: 10 Base MIN, 10 Base AGI, Apprentice Knife Training
Cost: 90,000 Gold, 3 Weeks
Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move
Requires: Clever Move
Cost: 100,000 Gold, 2 Weeks
Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Requires: Apprentice Throwing Weapong Training, Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Requires: Basic Knife Training
Cost: 20,000 Gold, 2 Weeks
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Requires: Knife Wielding I
Cost: 60,000 Gold, 2 Weeks
Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Requires: Bloodletter
Cost: 70,000 Gold, 2 Weeks
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks
Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally
Requires: Shadow Blade, Ebon Chancellor, Umbramancer, Shadow Stab
Cost: 750,000 Gold, 2 Weeks
Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Requires: Fling Knife, Assassin, Shadow Blade
Cost: 500,000 Gold, 2 Weeks
Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Requires: Shadow Blade, Thief
Cost: 5,000,000 Gold, 2 Weeks
Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Requires: Knife Thrower, Level 20, 10 Base AGI
Cost: 30,000,000 Gold, 2 Weeks
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Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots
Requires: Can Play the Guitar, Apprentice Air Synchronization
Cost: 400,000 Gold, 2 Weeks
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks
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
Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%
Requires: Can Play the Drums, Can Play the Cymbals
Cost: 300,000 Gold, 2 Weeks
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
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Requires: Can Play the Organ
Cost: 100,000 Gold, 2 Weeks
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Divine Magic Attunement, Can Play the Organ
Cost: 100,000 Gold, 2 Weeks
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks
Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and has an Instrument with 'Organ' in its name equipped
Requires: Deathless One, Musician, Can Play the Organ
Cost: 400,000 Gold, 2 Weeks
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
Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.
Requires: Can Play the Piano, Brawny
Cost: 100,000 Gold, 2 Weeks
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Requires: Can Play the Piano
Cost: 100,000 Gold, 2 Weeks
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 Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' 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
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Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost 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 Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Gun Training
Cost: 10,000 Gold, 1 Week
Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks
Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Gunner abilities that are Techniques whose name contains 'Shot'
Cost: 5,000,000 Gold, 5 Weeks
Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks
Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Requires: Gangsta' Style Shooting
Cost: 200,000 Gold, 2 Weeks
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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 Gun Training
Cost: 500,000 Gold, 1 Weeks
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks
Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble 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 Water element.
Requires: Basic Gun Training, Basic Water Synchronization
Cost: 300,000 Gold, 1 Weeks
Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt 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 Electricity element.
Requires: Basic Gun Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 1 Weeks
Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Shot, Apprentice Gun Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 1 Weeks
Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks
Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks
Code Shot- (Technique Ability, Gunner) Possessor may use 'Code 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 Technology element.
Requires: Basic Gun Training, Basic Technology Synchronization
Cost: 300,000 Gold, 1 Weeks
Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Requires: Code Shot, Apprentice Gun Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 1 Weeks
Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost 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 Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 1 Weeks
Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Shot, Apprentice Gun Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 1 Weeks
Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Shot, Gunner, Snow Queen
Cost: 300,000 Gold, 1 Weeks
Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Shot, Level 20
Cost: 500,000 Gold, 1 Weeks
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow 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 Darkness element.
Requires: Basic Gun Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks
Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Shot, Apprentice Gun Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks
Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Shot, Gunner, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks
Black Shot- (Technique Ability, Gunner) Possessor may use 'Black Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Shot, Level 20
Cost: 500,000 Gold, 1 Weeks
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Requires: Gunner, 50 other Gunner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Gun Training, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks
Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks
Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks
Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Shot, Apprentice Gun Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 1 Weeks
Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks
Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks
Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Requires: Coded Being-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks
Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks
Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +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 Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks
Expert Gun Training- (Passive Ability, Gunner) The Ranged Attack bonus granted by up to one Gun weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Gun)
Requires: Adept Gun Training, 100 other Gunner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
--
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Crack Knuckles
Cost: 80,000 Gold, 2 Weeks
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Gangster's Extortion Knuckle
Cost: 190,000 Gold, 2 Weeks
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks
Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Fist Weapon Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 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
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 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 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
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
Knowledge of Major Religions- (Passive Ability, Scholar) Possessor gains +50 MIN and +50 SPI
Requires: Basic Divine Magic Attunement, Basic Healer Magic Attunement OR Basic Dark Magic Attunement, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Requires: Scholar, 50 abilities from spell-based classes
Cost: 500,000 Gold, 4 Weeks
Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks
--
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Requires: Basic Bailartrix Training
Cost: 20,000 Gold, 2 Weeks
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Requires: Bailartix Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Requires: Basic Bailartix Training, 3 other Soldreidrethanoi abilities
Cost: 125,000 Gold, 2 Weeks
--
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Requires: None
Cost: 90,000 Gold, 2 Weeks
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Requires: Barbarian's Fortitude or Gladiator's Pride
Cost: 90,000 Gold, 2 Weeks
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Requires: Gladiator's Pride, Berserker Rage
Cost: 50,000 Gold, 3 Weeks
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Requires: Controlled Rage
Cost: 80,000 Gold, 3 Weeks
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Requires: Basic Axe Training, 3 other Ravager abilities
Cost: 125,000 Gold, 2 Weeks
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Requires: None
Cost: 40,000 Gold, 3 Weeks
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Requires: Barbarian's Fortitude, Berserker Rage
Cost: 60,000 Gold, 2 Weeks
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Requires: Basic Axe Training, Font of Rage
Cost: 70,000 Gold, 2 Weeks
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Requires: Directed Rage, Raging Axemaster
Cost: 80,000 Gold, 3 Weeks
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Requires: Controlled Rage
Cost: 100,000 Gold, 2 Weeks
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Requires: Apprentice Axe Training, 10 other Ravager abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
--
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead 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
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Requires: Basic Deathless One Knowledge
Cost: 60,000 Gold, 2 Weeks
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Requires: Undead Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Deathless One Knowledge, 3 other Deathless One abilities
Cost: 125,000 Gold, 2 Weeks
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Apprentice Necromancy Attunement
Cost: 200,000 Gold, 2 Weeks
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Requires: Defensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Requires: Undead Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Requires: Undead Calling I
Cost: 40,000 Gold, 2 Weeks
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Requires: Undead Calling II
Cost: 40,000 Gold, 2 Weeks
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Requires: Undead Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Requires: Apprentice Deathless One Knowledge, 10 other Deathless One abilities
Cost: 125,000 Gold, 4 Weeks
--
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
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Requires: Basic Flux Baron Knowledge
Cost: 60,000 Gold, 2 Weeks
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Requires: Fluxoid Wielder
Cost: 40,000 Gold, 2 Weeks
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Requires: Basic Fluxoid Armament Mastery
Cost: 70,000 Gold, 2 Weeks
Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle
Requires: Fluxoid Armament Mastery
Cost: 350,000 Gold, 3 Weeks
Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
Requires: Fluxoid Wielder, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Requires: Zonic Flux
Cost: 50,000 Gold, 2 Weeks
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks
Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Requires: Giver of Regenerative Metamorphosis
Cost: 70,000 Gold, 2 Weeks
Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Requires: Giver of Restorative Metamorphosis
Cost: 70,000 Gold, 2 Weeks
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Requires: Apprentice Flux Baron Knowledge, 10 other Flux Baron abilities
Cost: 125,000 Gold, 4 Weeks
Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron
Cost: 30,000,000 Gold, 30 Weeks
--
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid 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
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Requires: Humanoid Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Requires: Humanoid Calling I
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Requires: Humanoid Calling II
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Requires: Humanoid Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Requires: Humanoid Calling IV, Humanoid Instruction II, Summoner, Warlord
Cost: 200,000 Gold, 2 Weeks
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Humanoid Traits
Cost: 1,000,000 Gold, 2 Weeks
Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Requires: Large Giant
Cost: 500,000 Gold, 1 Weeks
Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Requires: Form of Giant, Basic Bardic Music Attunement
Cost: 1,000,000 Gold, 2 Weeks
--
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Requires: Analytical, Apprentice Botanist Knowledge
Cost: 160,000 Gold, 3 Weeks
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Requires: Plant Researcher
Cost: 750,000 Gold, 2 Weeks
Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Plant Traits
Cost: 1,000,000 Gold, 2 Weeks
Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Plant
Cost: 2,000,000 Gold, 2 Weeks
Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Plant
Cost: 3,000,000 Gold, 2 Weeks
Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Plant
Cost: 4,000,000 Gold, 2 Weeks
Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Plant
Cost: 5,000,000 Gold, 2 Weeks
Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Plant
Cost: 6,000,000 Gold, 2 Weeks
Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Plant, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks
Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week
Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks
Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant
Requires: Plant Traits
Cost: 60,000 Gold, 2 Weeks
Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Requires: Plant Traits
Cost: 5,000,000 Gold, 2 Weeks
Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks
Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant
Requires: Holly Leaves
Cost: 60,000 Gold, 2 Weeks
Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant
Requires: Plant Traits
Cost: 20,000 Gold, 2 Weeks
Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 1 Weeks
Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 80,000 Gold, 2 Weeks
Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 50,000 Gold, 2 Weeks
Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage
Requires: Thorns
Cost: 100,000 Gold, 2 Weeks
Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets
Requires: Plant Traits
Cost: 2,000,000 Gold, 2 Weeks
Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'
Requires: Mandrake Scream, Level 40
Cost: 30,000,000 Gold, 2 Weeks
Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage
Requires: Thorn-Covered
Cost: 120,000 Gold, 2 Weeks
Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage
Requires: Pointy Thorns
Cost: 300,000 Gold, 2 Weeks
Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Requires: Knowledge of Forest Plants, Knowledge of Desert Plants, Knowledge of Marsh Plants, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Requires: Basic Botanist Knowledge
Cost: 50,000 Gold, 2 Weeks
--
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze 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
Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +20 to all stats
Requires: Basic Viscous Lord Knowledge
Cost: 60,000 Gold, 2 Weeks
Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 to all stats
Requires: Ooze Training I
Cost: 100,000 Gold, 2 Weeks
Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Requires: Basic Viscous Lord Knowledge, 3 other Viscous Lord abilities
Cost: 125,000 Gold, 2 Weeks
Ooze Researcher- (Passive Ability, Viscous Lord) Possessor counts as being 2 Levels higher for stat-scanning purposes against Oozes, to a max of Level 40, Possessor's Ooze pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Oozes in this thread successfully
Requires: Analytical, Apprentice Viscous Lord Knowledge
Cost: 160,000 Gold, 3 Weeks
Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Requires: Ooze Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Requires: Ooze Calling I
Cost: 40,000 Gold, 2 Weeks
Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Requires: Ooze Calling II
Cost: 40,000 Gold, 2 Weeks
Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Requires: Ooze Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks
Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks
Defensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +50 Defense
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks
Defensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +250 Defense
Requires: Defensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks
Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Requires: Apprentice Viscous Lord Knowledge, 10 other Viscous Lord abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
--
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being 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
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Requires: Magic Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Requires: Magic Being Calling I
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Requires: Magic Being Calling II
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Requires: Magic Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Requires: Defensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Requires: Apprentice Weirdworker Knowledge, 10 other Weirdworker abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine 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
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Requires: Basic Mechanist Knowledge
Cost: 60,000 Gold, 2 Weeks
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Requires: Machine Programming I
Cost: 100,000 Gold, 2 Weeks
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mechanist Knowledge, 3 other Mechanist abilities
Cost: 125,000 Gold, 2 Weeks
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks
Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Requires: Machine Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Requires: Machine Calling I
Cost: 40,000 Gold, 2 Weeks
Machine Calling III- (Passive Ability, Mechanist) Possessor's Machine summons gain +500 MP
Requires: Machine Calling II
Cost: 40,000 Gold, 2 Weeks
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Requires: Apprentice Mechanist Knowledge, 10 other Mechanist abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Requires: Illuminated Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Requires: Basic Lightbearer Knowledge
Cost: 60,000 Gold, 2 Weeks
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Requires: Illuminated Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Lightbearer Knowledge, 3 other Lightbearer abilities
Cost: 125,000 Gold, 2 Weeks
Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Requires: Illuminated Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks
Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Requires: Illuminated Calling II
Cost: 40,000 Gold, 2 Weeks
Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Requires: Illuminated Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks
Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5
Requires: Illuminated Calling IV, Illuminated Instruction II, Summoner, Lightbearer
Cost: 200,000 Gold, 2 Weeks
--
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Requires: Basic General Knowledge
Cost: 60,000 Gold, 2 Weeks
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Requires: Human Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks
Through the Breach- (Passive Ability, General) Once per round when when one of possessor's opponents is killed, with said death forcing a shift in row-order, possessor may move from the back row to the front row. If possessor does so, all of possessor's Human allies may do the same. Any individual who shifts rows due to this ability allowing such obtains a non-stacking buff that provides +300 STR and +300 AGI until the end of the round.
Requires: Apprentice General Knowledge, Switch Rows
Cost: 200,000 Gold, 2 Weeks
Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Requires: Human Instruction II
Cost: 300,000 Gold, 2 Weeks
Defensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +50 Defense
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks
Basic Army Tactics- (Passive Ability, General) Possessor's Human allies who are units gain +200 Defense and deal 2,000 additional Damage as a non-stacking bonus
Requires: Command Human Troops, Offensive Human Instruction I, Defensive Human Instruction I
Cost: 200,000 Gold, 2 Weeks
Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks
Drill Sergeant- (Passive Ability, General) Possessor's Human pets and summons gain +250 to all stats as a non-stacking bonus, Possessor's Human summons have a 15% lower chance of being uncontrolled
Requires: Basic Army Tactics, Speed-Focused Human Instruction II
Cost: 200,000 Gold, 2 Weeks
Charismatic Leadership- (Passive Ability, General) Whenever possessor targets an allied Human with an action that applies a buff to it, said target has a 15% chance of being afflicted with Invigorated or Invigorated: High Morale
Requires: Human Instruction II
Cost: 200,000 Gold, 2 Weeks
General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Requires: Apprentice General Knowledge, 10 other General abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror 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
Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Dangerous Tentacles- (Passive Ability, Doombringer) If possessor is a Horror, possessor gains +150 Melee Attack
Requires: Horror Traits
Cost: 150,000 Gold, 2 Weeks
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Doombringer Knowledge, 3 other Doombringer abilities
Cost: 125,000 Gold, 2 Weeks
Leech-Finger Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's Melee attack actions deal HP Drain instead of HP Damage
Requires: Horror Traits
Cost: 800,000 Gold, 2 Weeks
Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Requires: Basic Doombringer Knowledge, Clown
Cost: 200,000 Gold, 2 Weeks
Skin Which Weeps Poison- (Passive Ability, Doombringer) If possessor is a Horror, whenever an individual conducts an offensive action that targets possessor, possessor, at the end of each said action, gains a 30% chance of inflicting Poison on said individual
Requires: Horror Traits
Cost: 300,000 Gold, 2 Weeks
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Requires: Basic Doombringer Knowledge
Cost: 60,000 Gold, 2 Weeks
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Requires: Horror Training I
Cost: 100,000 Gold, 2 Weeks
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Requires: Horror Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Horror Calling II- (Passive Ability, Doombringer) Possessor's Horror summons gain +200 HP
Requires: Horror Calling I
Cost: 40,000 Gold, 2 Weeks
Horror Calling III- (Passive Ability, Doombringer) Possessor's Horror summons gain +500 MP
Requires: Horror Calling II
Cost: 40,000 Gold, 2 Weeks
Horror Calling IV- (Passive Ability, Doombringer) Possessor's Horror summons gain +2,000 HP and +4,000 MP
Requires: Horror Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Doombringer- (Passive Ability, Doombringer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Horror pets and summons per Level of possessor
Requires: Apprentice Doombringer Knowledge, 10 other Doombringer abilities
Cost: 125,000 Gold, 4 Weeks
Horror Calling V- (Passive Ability, Doombringer) Possessor's Horror summons may not be unsummoned by sources below Level 5
Requires: Horror Calling IV, Horror Training II, Summoner, Doombringer
Cost: 200,000 Gold, 2 Weeks
--
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental 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
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Requires: Basic Conjuror Knowledge
Cost: 60,000 Gold, 2 Weeks
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Requires: Elemental Communing I
Cost: 100,000 Gold, 2 Weeks
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Conjuror Knowledge, 3 other Conjuror abilities
Cost: 125,000 Gold, 2 Weeks
Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks
Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks
Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks
Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks
Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Elemental Communing I, Apprentice Conjuror Knowledge
Cost: 100,000 Gold, 2 Weeks
Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Requires: Elemental Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Requires: Elemental Calling I
Cost: 40,000 Gold, 2 Weeks
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Requires: Elemental Calling II
Cost: 40,000 Gold, 2 Weeks
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Requires: Apprentice Conjuror Knowledge, 10 other Conjuror abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva 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
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Requires: Basic Champion of the Upper Realms Knowledge
Cost: 60,000 Gold, 2 Weeks
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Requires: Deva Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Champion of the Upper Realms Knowledge, 3 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 2 Weeks
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Requires: Deva Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Requires: Deva Calling I
Cost: 40,000 Gold, 2 Weeks
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Requires: Deva Calling II
Cost: 40,000 Gold, 2 Weeks
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Requires: Deva Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Defensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +50 Defense
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks
Defensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +250 Defense
Requires: Defensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 50 points
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Requires: Apprentice Champion of the Upper Realms Knowledge, 10 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 4 Weeks
Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Requires: Deva Calling IV, Deva Instruction II, Summoner, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks
--
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian 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
Cthonian Traits- (Passive Ability, Keeper of the Depths) Possessor gains Impaired Immunity so long as possessor is a Cthonian
Requires: No Prerequisites
Cost: 250,000 Gold, 5 Weeks
Mole Claws- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +50 Melee Attack for each open Weapon slot possessor possesses, to a max of 4 such slots
Requires: Cthonian Traits
Cost: 200,000 Gold, 2 Weeks
Apprentice Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Keeper of the Depths Knowledge, 3 other Keeper of the Depths abilities
Cost: 125,000 Gold, 2 Weeks
Burrow- (Active Ability, Keeper of the Depths) If possessor is a Cthonian, possessor may spend an action to gain +5% Dodge as a non-stacking buff that lasts 5 rounds
Requires: Mole Claws
Cost: 200,000 Gold, 2 Weeks
Cavesight- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains 120% To Hit if in a Zone of Earth and not in a Zone of Light
Requires: Cthonian Traits
Cost: 100,000 Gold, 2 Weeks
Deep Tunneling- (Active Ability, Keeper of the Depths) Possessor's burrow ability provides an additional +5% Dodge
Requires: Burrow
Cost: 800,000 Gold, 3 Weeks
Fast Burrowing- (Passive Ability, Keeper of the Depths) Once per round, when possessor conducts a 'Burrow' action, there is a 30% chance that possessor gains an additional action after said action
Requires: Cthonian Traits
Cost: 300,000 Gold, 2 Weeks
Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +20 to all stats
Requires: Basic Keeper of the Depths Knowledge
Cost: 60,000 Gold, 2 Weeks
Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 to all stats
Requires: Cthonian Training I
Cost: 100,000 Gold, 2 Weeks
Cthonic Tentacles- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +150 Melee Attack
Requires: Cthonian Traits
Cost: 150,000 Gold, 2 Weeks
Keeper of the Depths- (Passive Ability, Keeper of the Depths) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Cthonian pet only, This ability provides +50 HP and +10 to all stats of possessor's Cthonian pets and summons per Level of possessor
Requires: Apprentice Keeper of the Depths Knowledge, 10 other Keeper of the Depths abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror 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
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Requires: Basic Mad Scientist Knowledge
Cost: 70,000 Gold, 2 Weeks
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Requires: Basic Mad Scientist Knowledge
Cost: 80,000 Gold, 3 Weeks
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Requires: Electrical Invigoration
Cost: 80,000 Gold, 2 Weeks
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mad Scientist Knowledge, 3 other Mad Scientist abilities
Cost: 125,000 Gold, 2 Weeks
Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Requires: Electrical Revitalization
Cost: 130,000 Gold, 2 Weeks
Thunderous Reanimation- (Passive Ability, Mad Scientist) Possessor may use Electrical Invigoration on targets that died via HP or MP damage within the last 5 rounds that were not dealt a value of such damage that would reduce the respective death-causing stat below -50,000. Should said ability, with both damage and healing factored in, heal all of said individual's death-causing stats to values above 0, then said individual is resurrected. This ability may only cause 5 instances of resurrection per thread. This ability may only resurrect Bio-Horrors.
Requires: Electrical Revitalization
Cost: 210,000 Gold, 2 Weeks
It is Alive! - (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt is halved should possessor be attempting to resurrect a Bio-Horror through the use of said ability and possessor is within a Zone of Electrical. Possessor heals 5,000 MP if the resurrection of a Bio-Horror through possessor's Electrical Invigoration is successful. Bio-Horrors resurrected through possessor's Electrical Invigoration receive a non-stacking buff that provides them with +75 to all stats and lasts 80 rounds.
Requires: Thunderous Reanimation, Apprentice Mad Scientist Knowledge
Cost: 170,000 Gold, 2 Weeks
Bag Full of Mad Horrors- (Passive Ability, Mad Scientist) Possessor may equip spells that can only summon Bio Horrors with no additional effects in Consumable slots. Said spells may be used once per thread before vanishing from said thread.
Requires: Mad Design
Cost: 160,000 Gold, 3 Weeks
Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Requires: Basic Mad Scientist Knowledge
Cost: 160,000 Gold, 4 Weeks
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Requires: Apprentice Mad Scientist Knowledge, Mad Design
Cost: 190,000 Gold, 2 Weeks
Mad Scientist- (Passive Ability, Mad Scientist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Bio-Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Bio-Horror pets and summons per Level of possessor
Requires: Apprentice Mad Scientist Knowledge, 10 other Mad Scientist abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien 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
Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +20 to all stats
Requires: Basic Alienist Knowledge
Cost: 60,000 Gold, 2 Weeks
Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 to all stats
Requires: Alien Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Alienist Knowledge, 3 other Alienist abilities
Cost: 125,000 Gold, 2 Weeks
Alien Calling I- (Passive Ability, Alienist) Possessor's Alien summons gain +20 to all stats
Requires: Alien Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Alien Calling II- (Passive Ability, Alienist) Possessor's Alien summons gain +200 HP
Requires: Alien Calling I
Cost: 40,000 Gold, 2 Weeks
Alien Calling III- (Passive Ability, Alienist) Possessor's Alien summons gain +500 MP
Requires: Alien Calling II
Cost: 40,000 Gold, 2 Weeks
Alien Calling IV- (Passive Ability, Alienist) Possessor's Alien summons gain +2,000 HP and +4,000 MP
Requires: Alien Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Alien Calling V- (Passive Ability, Alienist) Possessor's Alien summons may not be unsummoned by sources below Level 5
Requires: Alien Calling IV, Alien Instruction II, Summoner, Alienist
Cost: 200,000 Gold, 2 Weeks
Defensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +50 Defense
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks
Defensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +250 Defense
Requires: Defensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 50 points
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks
Alienist- (Passive Ability, Alienist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Alien pet only, This ability provides +50 HP and +10 to all stats of possessor's Alien pets and summons per Level of possessor
Requires: Apprentice Alienist Knowledge, 10 other Alienist abilities
Cost: 125,000 Gold, 4 Weeks
Speed-Focused Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks
Alien Traits- (Passive Ability, Alienist) Possessor gains +1 to all stats so long as possessor is an Alien
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks
Assumption of the Essence of the Alien- (Passive Ability, Alienist) Possessor may, at the beginning of a thread, choose to become the subtype Alien
Requires: Formshift: Alien, Apprentice Alienist Knowledge
Cost: 70,000 Gold, 2 Weeks
Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks
Probing Attack- (Technique Ability, Alienist) Possessor may use 'Probing Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Attack with Finesse' action if possessor is an Alien. Said action scans its target's stats.
Requires: Alien Traits
Cost: 200,000 Gold, 2 Weeks
--
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial 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
Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Requires: Basic Skykeeper Knowledge
Cost: 90,000 Gold, 3 Weeks
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Requires: Aerial Traits
Cost: 120,000 Gold, 2 Weeks
Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance
Requires: Capable of Flight, Wind Duke OR Mentalist OR Enchanter OR Superhero
Cost: 500,000 Gold, 2 Weeks
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Skykeeper Knowledge, 3 other Skykeeper abilities
Cost: 125,000 Gold, 2 Weeks
Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Requires: Analytical, Apprentice Skykeeper Knowledge
Cost: 160,000 Gold, 3 Weeks
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Requires: Basic Skykeeper Knowledge
Cost: 120,000 Gold, 2 Weeks
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Requires: Messenger Bird Trainer
Cost: 120,000 Gold, 2 Weeks
Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR
Requires: Carrier Bird Trainer
Cost: 70,000 Gold, 2 Weeks
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Requires: Carrier Bird Trainer
Cost: 40,000 Gold, 2 Weeks
Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI
Requires: Carrier Bird Trainer, Any Three Wizard, Healer, or Priest abilities
Cost: 190,000 Gold, 3 Weeks
Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 10,000 Gold, 1 Week
Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Requires: Apprentice Skykeeper Knowledge, 10 other Skykeeper abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 30,000 Gold, 1 Week
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 100,000 Gold, 2 Weeks
Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of Psychic
Requires: Apprentice Zonal Acclimation of Psychic
Cost: 500,000 Gold, 2 Weeks
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic 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 Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, 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 Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Psychic Synchronization, 5 other Mind Lord abilities
Cost: 400,000 Gold, 3 Weeks
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Psychic Manipulation
Cost: 500,000 Gold, 2 Weeks
Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic 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 Psychic, Improved Zonal Acclimation of Psychic
Cost: 1,000,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Requires: Basic Psychic Resistance
Cost: 40,000 Gold, 2 Weeks
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Psychic Synchronization
Cost: 20,000 Gold, 2 Weeks
Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Psychic
Cost: 200,000 Gold, 2 Weeks
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Psychic Synchronization, 10 other Mind Lord abilities
Cost: 125,000 Gold, 4 Weeks
--
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week
Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Requires: Apprentice Zonal Acclimation of Physical
Cost: 500,000 Gold, 2 Weeks
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Requires: Basic Physical Synchronization, 3 other Kinetic Emperor abilities
Cost: 125,000 Gold, 2 Weeks
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical 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 Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, 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 Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Physical Synchronization, 5 other Kinetic Emperor abilities
Cost: 400,000 Gold, 3 Weeks
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Physical Manipulation
Cost: 500,000 Gold, 2 Weeks
Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical 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 Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Basic Physical Synchronization, Basic Defenses against Physical, Basic Weaponization of Physical
Cost: 200,000 Gold, 2 Weeks
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Requires: Defenses that Utilize Physical
Cost: 2,000,000 Gold, 2 Weeks
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 30,000 Gold, 1 Week
Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
Requires: Apprentice Zonal Acclimation of Ice
Cost: 500,000 Gold, 2 Weeks
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Requires: Basic Ice Synchronization, 3 other Snow Queen abilities
Cost: 125,000 Gold, 2 Weeks
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice 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 Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, 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 Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Cost: 400,000 Gold, 3 Weeks
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ice Manipulation
Cost: 500,000 Gold, 2 Weeks
Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice 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 Ice, Improved Zonal Acclimation of Ice
Cost: 1,000,000 Gold, 2 Weeks
Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
Requires: Basic Fist Weapons Attunement, Basic Weaponization of Ice
Cost: 80,000 Gold, 2 Weeks
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 2 Weeks
Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Requires: Apprentice Ice Synchronization, Ice Fists, Freezing Touch
Cost: 150,000 Gold, 2 Weeks
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ice Synchronization, 10 other Snow Queen abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 to all stats while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 30,000 Gold, 1 Week
Improved Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +1,000 to all stats while in a Zone of Electrical
Requires: Apprentice Zonal Acclimation of Electrical
Cost: 500,000 Gold, 2 Weeks
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Requires: Basic Electrical Synchronization, 3 other Thunder Czar abilities
Cost: 125,000 Gold, 2 Weeks
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical 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 Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, 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 Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Electrical Synchronization, 5 other Thunder Czar abilities
Cost: 400,000 Gold, 3 Weeks
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Electrical Manipulation
Cost: 500,000 Gold, 2 Weeks
Zonal Electrical Control- (Passive Ability, Thunder Czar) Possessor may, at the start of each round, choose one Zone of Electrical 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 Electrical, Improved Zonal Acclimation of Electrical
Cost: 1,000,000 Gold, 2 Weeks
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Requires: Basic Electrical Resistance
Cost: 200,000 Gold, 2 Weeks
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Requires: Apprentice Electrical Resistance, Basic Defenses against Electrical
Cost: 500,000 Gold, 2 Weeks
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Electrical Synchronization, 10 other Thunder Czar abilities
Cost: 125,000 Gold, 4 Weeks
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Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks