Ability Shop

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

Re: Ability Shop

Post by Celas »

Celas wrote: Wed Feb 16, 2022 8:17 pm
Celas wrote: Wed Nov 24, 2021 6:06 pm
Demos's long-overdue training is done.

He starts learning:

Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 4 Weeks

Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dance Synchronization, 10 other Dancer abilities
Cost: 125,000 Gold, 4 Weeks

Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks

Costs 375,000 Gold, finishes on 2022-02-16
Those are done!

New Training:

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

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

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

Costs 120,000 Gold, Takes 4 Weeks, finishing on 2022-03-16.
El pays the gold.
Demos training done!

Eva combos 15 Spheres from Celas's stash into 5 each Sphere: Flux Baron, Improved Sphere: Flux Baron, Greater Sphere: Flux Baron, and Demos consumes these to gain 15 Flux Baron bonus weeks.
These and 1 of his generic bonus weeks (leaving 104) are consumed to immediately learn

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

Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Requires: Flux Claws
Cost: 60,000 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

Flux Shifter- (Passive Ability, Flux Baron) Shapeshifted Forms may counts as Shapeshifters for purposes of possessor's Flux Baron abilities
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 60,000 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

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

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






This concludes all the prerequisites for

Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element
Requires: Knowledge of Esoteric Elements, Spy, Thief, Illusionist, Dancer, Bard, Transmuter, Flux Baron, Channeler
Cost: 50,000,000 Gold, 30 Weeks

Which Demos happily uses 30 of his 105 Bonus Weeks to instantly learn, leaving 74.

He starts training in real-time:

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

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

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


This takes 375,000 Gold and 12 Weeks, finishing on 2022-06-08

This post costs 51,016,000 Gold in total, which El pays.
This post takes 51 of Demos's 105 Generic Bonus Weeks, in total, leaving 74.

Demos also gains the awards:
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sat Oct 30, 2021 7:39 am snip for updates
Enrica is SUPERHERO! Peasants, rejoice!

NEW TRAININGS
~BEASTMASTER~ [2]
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

~FLUX BARON~ [29]
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

Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Requires: Formshift: Shapeshifter, Apprentice Flux Baron Knowledge
Cost: 70,000 Gold, 2 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

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

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Requires: Shapeshifter Traits
Cost: 100,000 Gold, 4 Weeks

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

Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 20,000 HP at the start of each round and has a 30% chance of being cured of Wounded at the start of each round
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

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

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

Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

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


Costing Dulcinea 12,740,000 Gold
TO COMPLETE IN 31 WEEKS, ON 2022-11-11
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Wed Oct 06, 2021 3:30 am snip for updates
NEW TRAINING GO

~DELVER OF THE FORBIDDEN~
Horrid Ululations- (Passive Ability, Delver of the Forbidden) Bardic Music spells cast by possessor increase the stats of Darkspawn by an additional 500 points as an effect that does not stack across multiple instances of the same spell that stacks 5 times across different spells
Requires: Apprentice Forbidden Magic Attunement, Bard, Ritualist, Herald of Lunacy
Cost: 100,000 Gold, 3 Weeks

Costing Dulcinea 100,000 Gold

TO COMPLETE IN 3 WEEKS, ON 2022-06-27
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Wed Mar 16, 2022 5:12 am snip for updates
PLAY IT AGAIN, SAM

Improved spheres made with Adept Geomancer and Priest from Dulcinea
Greater Spheres made with Expert Wanderer from Volatilis

~PRIEST~ [23-20]
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Requires: Basic Divine Magic Attunement, 3 other Priest abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Requires: Apprentice Divine Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Requires: Pray
Cost: 40,000 Gold, 2 Weeks

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

Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks

Preacher- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Requires: Preacher's Stance
Cost: 100,000 Gold, 2 Weeks

Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 3 Weeks

Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Apprentice Divine Magic Attunement, 10 other Priest abilities
Cost: 125,000 Gold, 4 Weeks


Costing Dulcinea:
15 Essence Sphere: Botanist
30 Purity
562,500 Gold

Willoughby gains:
Has Consumed 5 Attunement Book: Priest

Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest


TO COMPLETE IN 3 WEEKS, ON 2022-06-29
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit:

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


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

Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Requires: Basic Aura Training, Baleful Aura
Cost: 60,000 Gold, 2 Weeks

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

cost: 265,000 gold, 8 weeks

to be finished: Saturday, February 19, 2022

Track B:

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

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

Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Requires: Assault Matrix Wielding I
Cost: 60,000 Gold, 2 Weeks

Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Requires: 3 Base AGI
Cost: 30,000 Gold, 2 Weeks


to be finished: Saturday, February 19, 2022
total:
cost: 130,000 gold, 8 weeks
has finished.


Kit will start:

Track A:

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

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

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

Empathic Backlash I- (Passive Ability, Auramancer) If ability's possessor takes stat damage from a foe under level 10, said foe takes half said amount of damage to the same stat
Requires: Apprentice Aura Mastery
Cost: 150,000 Gold, 3 Weeks

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

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

Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Requires: Apprentice Aura Mastery, 10 other Auramancer abilities
Cost: 125,000 Gold, 4 Weeks

total cost:
475,000 gold 17 weeks

ending on Wednesday, October 5, 2022


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

Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Requires: Basic Assault Matrix Training
Cost: 150,000 Gold, 3 Weeks

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

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

Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Requires: Basic Assault Matrix Training, 3 other Matrix Keeper abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Assault Mastery- (Passive Ability, Matrix Keeper) Technique Abilities from the Matrix Keeper class whose name includes 'Assault' 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 Matrix Keeper abilities that are Techniques whose name contains 'Assault'
Cost: 5,000,000 Gold, 5 Weeks

total cost:
6,775,000 gold 20 weeks
ending on:

Wednesday, October 26, 2022
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

Viren decides to get his show on the road. First, though, he needs more of a foundation to work with.
However, as a Keybearer, he gets to cheat a bit!
* Abilities possessed by at least 5 other PCs cost a Keybearer 1 fewer Week to learn, to a minimum of 1 Week.
This discount will be taken into account where applicable.


Spheres get used! Through his network of contacts (or in other words, poking the short demon and getting access to his tenuous connection of contacts, or in more-meta senses, all of my guys, Pathaky's guys, Celas' guys, and Not-Dave's guys) and his own Adepts and Experts, he can 1-to-1 convert for Basic, Improved and Greater Spheres with ease.
He insta-learns:
-Alchemist-

Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Requires: Basic Alchemy Attunement, 3 other Alchemist abilities
Cost: 125,000 Gold, 1 Weeks

Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Requires: Basic Alchemy Attunement, 5 Base MIN
Cost: 75,000 Gold, 2 Weeks

Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Requires: Basic Alchemy Attunement, Basic Transumtation Attunement, Basic Merchant Proficiency, Basic Crafter Proficiency, 5 Base MIN
Cost: 100,000 Gold, 2 Weeks

Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Requires: Basic Alchemy Attunement
Cost: 90,000 Gold, 2 Weeks

Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Requires: Basic Alchemy Attunement, Basic Crafter Proficiency
Cost: 60,000 Gold, 3 Weeks


-Analyst of the Absolute-

Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Truth Synchronization, 10 other Analyst of the Absolute abilities
Cost: 125,000 Gold, 3 Weeks

Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Requires: Basic Truth Synchronization, 3 other Analyst of the Absolute abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Truth
Cost: 100,000 Gold, 1 Weeks

Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Requires: Basic Truth Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Truth Manipulation
Cost: 500,000 Gold, 1 Weeks

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

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

Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Truth
Cost: 500,000 Gold, 1 Weeks

Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth 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 Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, 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 Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Truth Synchronization, 5 other Analyst of the Absolute abilities
Cost: 400,000 Gold, 2 Weeks


-Anarchomancer-

Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Requires: Basic Chaos Magic Attunement, 3 other Anarchomancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Requires: Basic Chaos Magic Attunement
Cost: 50,000 Gold, 1 Weeks

Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Requires: Chaos Magic Casting I
Cost: 100,000 Gold, 1 Weeks

Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Requires: Random Offense
Cost: 100,000 Gold, 2 Weeks

Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Requires: Basic Chaos Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Requires: Random Offense
Cost: 100,000 Gold, 2 Weeks

Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)
Requires: Random Defense
Cost: 100,000 Gold, 2 Weeks



-Arcane Vizier-

Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Requires: Basic Defenses Against Magic
Cost: 100,000 Gold, 1 Weeks

Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Requires: Basic Magic Synchronization, 3 other Arcane Vizier abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Magic
Cost: 100,000 Gold, 1 Weeks

Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Magic Synchronization, 10 other Arcane Vizier abilities
Cost: 125,000 Gold, 3 Weeks

Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Magic Manipulation
Cost: 500,000 Gold, 1 Weeks

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

Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Magic
Cost: 500,000 Gold, 1 Weeks

Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic 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 Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, 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 Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Magic Synchronization, 5 other Arcane Vizier abilities
Cost: 400,000 Gold, 2 Weeks



-Architect-

Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 1 Weeks

Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 3 Weeks

Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Requires: Basic Tool Training
Cost: 70,000 Gold, 1 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, 1 Weeks

Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Requires: Apprentice Engineer Proficiency, Basic Mechanist Knowledge, Basic Gearwright Knowledge, Basic Roboticist Knowledge
Cost: 200,000 Gold, 1 Weeks

Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Drill Usage
Cost: 120,000 Gold, 1 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 1 Weeks

Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Basic Tool Training
Cost: 60,000 Gold, 1 Weeks

Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Requires: Apprentice Tool Training
Cost: 250,000 Gold, 2 Weeks

Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Requires: No prerequisites
Cost: 30,000 Gold, 1 Weeks

Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 1 Weeks

Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks


-Auramancer-

Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 1 Weeks

Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 1 Weeks

Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Requires: Apprentice Aura Mastery, 10 other Auramancer abilities
Cost: 125,000 Gold, 3 Weeks

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

Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 1 Weeks

Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 1 Weeks

Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 1 Weeks

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

Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Requires: Blessed Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week

Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Requires: Healthy Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week


-Beastmaster-

Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Requires: Basic Beastmaster Knowledge
Cost: 60,000 Gold, 1 Weeks

Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Requires: Animal Training I
Cost: 100,000 Gold, 1 Weeks

Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Beastmaster Knowledge, 3 other Beastmaster abilities
Cost: 125,000 Gold, 1 Weeks

Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Requires: Apprentice Beastmaster Knowledge, 10 other Beastmaster abilities
Cost: 125,000 Gold, 3 Weeks

Buck and Kick- (Technique Ability, Beastmaster) Possessor may use 'Buck and Kick' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Fatigued: Stun
Requires: Hooved, Quadruped
Cost: 20,000 Gold, 1 Week

Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Requires: Animal Traits
Cost: 200,000 Gold, 1 Weeks

Hooved- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack and +10 AGI
Requires: Animal Traits
Cost: 60,000 Gold, 2 Weeks

Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Quadruped- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +100 CON
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks



-Blazing Sultan-

pprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Requires: Basic Fire Resistance
Cost: 200,000 Gold, 1 Weeks

Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Requires: Basic Fire Synchronization, 3 other Blazing Sultan abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fire
Cost: 100,000 Gold, 1 Weeks

Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 1 Weeks

Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fire Synchronization, 10 other Blazing Sultan abilities
Cost: 125,000 Gold, 3 Weeks

Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Fire Manipulation
Cost: 500,000 Gold, 1 Weeks

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

Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire 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 Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, 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 Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Fire Synchronization, 5 other Blazing Sultan abilities
Cost: 400,000 Gold, 2 Weeks

Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fire
Cost: 500,000 Gold, 1 Weeks



-Caliph of Corrosion-

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

Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Requires: Basic Acid Synchronization, 3 other Caliph of Corrosion abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Acid
Cost: 100,000 Gold, 1 Weeks

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

Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Requires: Basic Acid Synchronization
Cost: 40,000 Gold, 1 Weeks

Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Acid Synchronization, 10 other Caliph of Corrosion abilities
Cost: 125,000 Gold, 3 Weeks



-Channeler-

Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 1 Weeks

Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 1 Weeks

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

Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 1 Weeks

Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Requires: Basic Channeler Attunement
Cost: 100,000 Gold, 1 Weeks

Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 1 Weeks

Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Requires: Basic Chain Casting Attunement, Basic Linkup Mastery
Cost: 300,000 Gold, 1 Weeks

Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 3 Weeks

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

Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 1 Weeks

Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 1 Weeks

Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Requires: Channeler, Channeled Spell, Improved Chain Casting Attunement, Improved Linkup Mastery
Cost: 300,000 Gold, 1 Weeks



-Commander-

'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Requires: Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Requires: Basic Leadership Attunement, 3 other Commander abilities
Cost: 125,000 Gold, 1 Weeks

Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Requires: Apprentice Leadership Attunement, 10 other Commander abilities
Cost: 125,000 Gold, 3 Weeks

Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 1 Weeks

Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 1 Weeks

Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 2 Weeks

Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Morale-Boosting Command
Cost: 50,000 Gold, 1 Weeks

Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 1 Weeks

Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Requires: Leadership Casting I
Cost: 100,000 Gold, 1 Weeks

Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Apprentice Leadership Attunement, Good at Keeping Allied Morale High
Cost: 70,000 Gold, 1 Weeks



-Controller-

Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Requires: Abstract-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 1 Weeks

Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Requires: Basic Force Training, 3 other Controller abilities
Cost: 125,000 Gold, 1 Weeks

Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Requires: Apprentice Force Training, 10 other Controller abilities
Cost: 125,000 Gold, 3 Weeks

Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks

Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -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 Force Training
Cost: 10,000 Gold, 1 Week

Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Impulse, Controller, Level 20
Cost: 300,000 Gold, 1 Weeks

Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Force Training
Cost: 300,000 Gold, 1 Weeks


-Counselor of Faerie-

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

Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae 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

Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Fae
Cost: 4,000,000 Gold, 2 Weeks

Fae Goblin- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Goblin' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Goblin' Stance
Requires: Form of Goblin
Cost: 200,000 Gold, 2 Weeks

Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Fae
Cost: 2,000,000 Gold, 2 Weeks

Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Fae Traits
Cost: 1,000,000 Gold, 2 Weeks

Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Fae
Cost: 3,000,000 Gold, 2 Weeks



-Countess of Power-

Apprentice Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 5% Energy Resistance
Requires: Basic Energy Resistance
Cost: 200,000 Gold, 1 Weeks

Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Energy
Cost: 100,000 Gold, 1 Weeks

Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 1 Weeks

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

Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Requires: Basic Command of Energy
Cost: 40,000 Gold, 1 Weeks

Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 1 Weeks

Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Energy Synchronization, 10 other Countess of Power abilities
Cost: 125,000 Gold, 3 Weeks

Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy 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 Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, 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 Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Energy Synchronization, 5 other Countess of Power abilities
Cost: 400,000 Gold, 2 Weeks

Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Energy
Cost: 500,000 Gold, 1 Weeks



-Crafter-

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, 1 Weeks

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

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

Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 1 Weeks

Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 1 Weeks

Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 1 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, 1 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, 1 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, 1 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, 3 Weeks



-Diviner-

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 4 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 1 Weeks

Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Requires: Apprentice Divination Attunement
Cost: 300,000 Gold, 1 Weeks

Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 1 Weeks

Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Requires: Swift Sensory-Input Processing
Cost: 1,000,000 Gold, 1 Weeks

Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 3 Weeks

Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 1 Weeks

Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 1 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 1 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 1 Weeks




-Ebon Chancellor-

Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Requires: Basic Darkness Synchronization, 3 other Ebon Chancellor abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 1 Weeks

Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Requires: Basic Zonal Acclimation of Darkness
Cost: 100,000 Gold, 1 Weeks

Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 1 Weeks

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, 1 Weeks

Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Darkness Manipulation
Cost: 500,000 Gold, 1 Weeks

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

Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 1 Weeks

Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 1 Weeks

Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 1 Weeks



-Enchanter-

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, 1 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, 3 Weeks

Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Requires: Basic Enchantment Attunement
Cost: 50,000 Gold, 1 Weeks

Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Requires: Enchantment Casting I
Cost: 100,000 Gold, 1 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, 2 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: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 1 Weeks

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: 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: 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, 1 Weeks


-Enslaver-

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, 1 Weeks

Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Requires: Soul Wielding II
Cost: 80,000 Gold, 1 Weeks

Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Requires: No prerequisites
Cost: 20,000 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
Cost: 125,000 Gold, 3 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, 1 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, 1 Weeks

Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Requires: Minor Soul Health-Drain, Soul Wielding I
Cost: 70,000 Gold, 1 Week

Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week

Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week

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, 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, 1 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, 1 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, 1 Weeks



-Eternal Champion-

Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Requires: Basic Hope Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Requires: Basic Hope Synchronization, 3 other Eternal Champion abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Hope
Cost: 100,000 Gold, 1 Weeks

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

Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Hope Manipulation
Cost: 500,000 Gold, 1 Weeks

Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Hope Synchronization, 10 other Eternal Champion abilities
Cost: 125,000 Gold, 3 Weeks

Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Hope Synchronization, 5 other Eternal Champion abilities
Cost: 400,000 Gold, 2 Weeks

Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Hope
Cost: 500,000 Gold, 1 Weeks



-Flux Baron-

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, 1 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, 1 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, 1 Weeks

Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Requires: Flux Claws
Cost: 60,000 Gold, 1 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, 3 Weeks

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

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, 1 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, 1 Weeks

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

Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Requires: Shapeshifter Instruction I
Cost: 100,000 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



-Geomancer-

Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Basic Geomancy Attunement, 3 other Geomancer abilities
Cost: 125,000 Gold, 1 Weeks

Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Road on a Random World

Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Requires: Geomancer, Establish Dimensional Portal
Cost: 5,000,000 Gold, 2 Weeks

Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Apprentice Geomancy Attunement, 10 other Geomancer abilities
Cost: 125,000 Gold, 3 Weeks

Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Air Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Darkness Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of 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 Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Hope Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Light Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Magic Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Truth Synchronization
Cost: 100,000 Gold, 1 Week




-Gunner-

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

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, 1 Weeks

Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Requires: No prerequisites
Cost: 20,000 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

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

Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Requires: Basic Gun Training
Cost: 200,000 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, 3 Weeks

Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Requires: Basic Gun Training
Cost: 50,000 Gold, 1 Weeks

Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Requires: Basic Gun Training
Cost: 60,000 Gold, 1 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

Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Requires: Basic Gun Training
Cost: 75,000 Gold, 1 Weeks


-Gunslinger-

Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Requires: Trick Shooter
Cost: 260,000 Gold, 1 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, 1 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, 1 Weeks

Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Requires: Gunslinging Casting II
Cost: 60,000 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, 1 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, 1 Weeks

Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Requires: Gunslinging Casting II, Apprentice Gunslinging Attunement
Cost: 60,000 Gold, 1 Weeks

Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Requires: Basic Gunslinging Attunement
Cost: 50,000 Gold, 1 Weeks

Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 1 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, 2 Weeks


-Heir to the Future-

Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Requires: Basic Technology Synchronization, 3 other Heir to the Future abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Technology
Cost: 100,000 Gold, 1 Weeks

Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Technology Manipulation
Cost: 500,000 Gold, 1 Weeks

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

Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Technology Synchronization, 10 other Heir to the Future abilities
Cost: 125,000 Gold, 3 Weeks

Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Technology
Cost: 500,000 Gold, 1 Weeks

Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Technology Synchronization, 5 other Heir to the Future abilities
Cost: 400,000 Gold, 2 Weeks





-Illusionist-

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

Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Requires: Convincing Liar
Cost: 200,000 Gold, 1 Weeks

Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 4 Weeks

Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 1 Weeks

Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 400,000 Gold, 1 Weeks

Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Fake Defense
Cost: 200,000 Gold, 1 Weeks

False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Requires: Honeyed Words
Cost: 200,000 Gold, 1 Weeks

Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Requires: Convincing Liar
Cost: 200,000 Gold, 1 Weeks

Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Requires: Basic Illusion Magic Attunement
Cost: 50,000 Gold, 1 Weeks



-Kinetic Emperor-

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, 1 Weeks

Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Physical
Cost: 100,000 Gold, 1 Weeks

Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 1 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, 1 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, 1 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, 1 Weeks

Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 1 Weeks

Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Physical
Cost: 500,000 Gold, 1 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, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 1 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, 2 Weeks


-Magewright-

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, 1 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, 1 Weeks

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, 1 Weeks

Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Requires: Magic Item Maker
Cost: 60,000 Gold, 1 Week

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, 1 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, 1 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, 1 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, 3 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, 1 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, 1 Weeks

Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Requires: Basic Magewright Proficiency
Cost: 10,000 Gold, 1 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, 1 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, 1 Weeks



-Mind Lord-

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, 1 Weeks

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

Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Requires: Basic Command of Psychic
Cost: 40,000 Gold, 1 Weeks

Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 1 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, 1 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, 3 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, 2 Weeks


-Mountain King-

Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Requires: Basic Earth Synchronization, 3 other Mountain King abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Earth
Cost: 100,000 Gold, 1 Weeks

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

Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Earth Manipulation
Cost: 500,000 Gold, 1 Weeks

Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Requires: Apprentice Divining Attunement, Basic Earth Synchronization
Cost: 100,000 Gold, 1 Weeks

Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth 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 Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, 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 Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Earth Synchronization, 5 other Mountain King abilities
Cost: 400,000 Gold, 2 Weeks

Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Earth
Cost: 500,000 Gold, 1 Weeks

Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Earth Synchronization, 10 other Mountain King abilities
Cost: 125,000 Gold, 3 Weeks



-Ocean Prince-

Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Requires: Basic Water Synchronization, 3 other Ocean Prince abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Water
Cost: 100,000 Gold, 1 Weeks

Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Requires: Basic Command of Water
Cost: 40,000 Gold, 1 Weeks

Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 1 Weeks

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

Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Water
Cost: 500,000 Gold, 1 Weeks

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

Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Water Synchronization, 10 other Ocean Prince abilities
Cost: 125,000 Gold, 3 Weeks



-Radiant Hierophant-

Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Requires: Basic Light Synchronization, 3 other Radiant Hierophant abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Light
Cost: 100,000 Gold, 1 Weeks

Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 100,000 Gold, 1 Weeks

Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Light Manipulation
Cost: 500,000 Gold, 1 Weeks

Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Light
Cost: 500,000 Gold, 1 Weeks

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

Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light 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 Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, 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 Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Light Synchronization, 5 other Radiant Hierophant abilities
Cost: 400,000 Gold, 2 Weeks

Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Light Synchronization, 10 other Radiant Hierophant abilities
Cost: 125,000 Gold, 3 Weeks

Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light 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 Light, Improved Zonal Acclimation of Light
Cost: 1,000,000 Gold, 1 Weeks



-Ritualist-

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 1 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,1 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,1 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, 1 Weeks

Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 1 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,1 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, 1 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, 1 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, 1 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, 3 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, 1 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, 1 Weeks


-Snow Queen-

Apprentice Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance
Requires: Basic Ice Resistance
Cost: 200,000 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, 1 Weeks

Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 1 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

Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 1 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, 1 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, 1 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, 2 Weeks

Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Ice
Cost: 500,000 Gold, 1 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, 3 Weeks



-Summoner-

Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Requires: Basic Summoner Magic Attunement, 3 other Summoner abilities
Cost: 125,000 Gold,1 Weeks

Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Requires: Basic Summoner Magic Attunement
Cost: 200,000 Gold, 1 Weeks

Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 1 Weeks

Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 1 Weeks

Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week

Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Requires: Apprentice Summoner Magic Attunement, 10 other Summoner abilities
Cost: 125,000 Gold, 3 Weeks

Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Requires: Basic Summoner Magic Attunement
Cost: 50,000 Gold, 1 Weeks

Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Requires: Summoner Magic Casting I
Cost: 100,000 Gold, 1 Weeks

Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Weeks



-Thunder Czar-

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, 1 Weeks

Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Electrical
Cost: 100,000 Gold, 1 Weeks

Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 1 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

Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Requires: Basic Command of Electrical
Cost: 40,000 Gold, 1 Weeks

Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 1 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, 1 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, 2 Weeks

Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Electrical
Cost: 500,000 Gold, 1 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, 3 Weeks


-Transmuter-

Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 1 Weeks

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

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

Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Requires: Basic Transmutation Attunement
Cost: 40,000 Gold, 1 Weeks

Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Requires: Improved Polymorph I, Polymorph Expert
Cost: 60,000 Gold, 1 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, 2 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, 1 Weeks

Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Requires: Polymorph Expert
Cost: 190,000 Gold, 1 Weeks

Transmutation Casting I- (Passive Ability, Transmuter) Transmutationspells cost possessor 20 less MP to cast
Requires: Basic Transmutation Attunement
Cost: 50,000 Gold, 1 Weeks

Transmutation Casting II- (Passive Ability, Transmuter) Transmutation spells cost possessor 200 less MP to cast
Requires: Transmutation Casting I
Cost: 100,000 Gold, 1 Weeks

Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Requires: Apprentice Transmutation Attunement, 10 other Transmuter abilities
Cost: 125,000 Gold, 3 Weeks



-Wanderer-

Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week

Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week

Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 1 Weeks

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

Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Requires: Enjoys Travelling, Apprentice Gate Magic Attunement
Cost: 100,000 Gold, 1 Week

Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Requires: None
Cost: 50,000 Gold, 1 Weeks

Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Requires: Basic Gate Magic Attunement
Cost: 50,000 Gold, 1 Weeks

Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Requires: Short-Distance Self-Teleportation
Cost: 200,000 Gold, 1 Weeks

Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Requires: Knowledge of Portals, Apprentice Gate Magic Attunement
Cost: 400,000 Gold, 1 Weeks

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 3 Weeks



-Warlord-

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, 1 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, 1 Weeks

Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Requires: Humanoid Traits
Cost: 50,000 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 Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 1 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, 1 Weeks

Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Requires: Basic Humanoid Loyalty Instruction, 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



-Wind Duke-

Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air 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 Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, 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 Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Air Synchronization, 5 other Wind Duke abilities
Cost: 400,000 Gold, 2 Weeks

Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Requires: Basic Air Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Requires: Basic Air Synchronization, 3 other Wind Duke abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Air
Cost: 100,000 Gold, 1 Weeks

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

Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold,1 Weeks

Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 1 Weeks

Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Air Manipulation
Cost: 500,000 Gold, 1 Weeks

Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Air
Cost: 500,000 Gold, 1 Weeks

Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Air Synchronization, 10 other Wind Duke abilities
Cost: 125,000 Gold, 3 Weeks


-Wizard-

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, 3 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, 1 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, 1 Weeks

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, 3 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, 1 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, 3 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, 3 Weeks



-Other: Temporal Primarch-

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

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

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

Viren eats more Spheres. 150 Spheres are used and converted via Viren's Time abilities into 5 Basic, Improved and Greater Time Spheres, then 1-to-1 converted to Evolution spheres via the Doctor.
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Requires: Basic Evolution Synchronization, 3 other Progenitor of Species abilities
Cost: 125,000 Gold, 0 Weeks via Spheres

Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Evolution
Cost: 100,000 Gold, 0 Weeks via Spheres

Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Requires: Basic Zonal Acclimation of Evolution
Cost: 100,000 Gold, 0 Weeks via Spheres

Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 0 Weeks via Spheres

Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 0 Weeks via Spheres

Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution 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 Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, 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 Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Evolution Synchronization, 5 other Progenitor of Species abilities
Cost: 400,000 Gold, 0 Weeks via Spheres

Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Evolution
Cost: 500,000 Gold, 0 Weeks via Spheres
Cost: 815 Spheres, 422,770,000 Gold
Volatilis fronts the Sphere and Gold costs.

Viren gains: 2 Gunner Weeks, 3 Gunslinger Weeks, 2 Illusionist Weeks, 1 Ritualist Week, 8 Temporal Primarch Weeks

Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Anarchomancer
Has Consumed 5 Improved Essence Sphere: Anarchomancer
Has Consumed 5 Greater Essence Sphere: Anarchomancer
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Greater Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Improved Essence Sphere: Counselor of Faerie
Has Consumed 5 Greater Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Greater Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlord
Has Consumed 5 Improved Essence Sphere: Warlord
Has Consumed 5 Greater Essence Sphere: Warlord
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Other: Progenitor of Species
Has Consumed 5 Improved Essence Sphere: Other: Progenitor of Species
Has Consumed 5 Greater Essence Sphere: Other: Progenitor of Species
Has Consumed 5 Essence Sphere: Other: Temporal Primarch
Has Consumed 5 Improved Essence Sphere: Other: Temporal Primarch
Has Consumed 5 Greater Essence Sphere: Other: Temporal Primarch
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Aeromage
Arena Lieutenant
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Joined: Wed May 27, 2020 10:54 pm
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Re: Ability Shop

Post by Aeromage »

Viren then focuses on learning things the traditional way.

Track A begins learning:
Basic Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +125 to all stats if Divine element
Requires: Knowledge of Esoteric Elements, Sublime Presence, Divinity Traits
Cost: 150,000,000 Gold, 30 Weeks
Finishing January 16, 2023.


Track B begins learning:
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Requires: Knowledge of Esoteric Elements, Enchanter, Controller, Enslaver, Diviner, Crafter, Magewright
Cost: 100,000,000 Gold, 60 Weeks
Finishing August 14, 2023.


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

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

Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Requires: Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Requires: Guide Evolution
Cost: 5,000,000 Gold, 2 Weeks

Highly Evolved- (Passive Ability, Other: Progenitor of Species) Possessor obtains +1,000 to all stats if possessor is Evolution element
Requires: 5 in each Base Stat, Progenitor of Species
Cost: 5,000,000 Gold, 2 Weeks

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

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

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

Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Requires: Control of Evolution
Cost: 5,000,000 Gold, 2 Weeks

Zonal Evolution Control- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of each round, choose one Zone of Evolution 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 Evolution, Improved Zonal Acclimation of Evolution
Cost: 1,000,000 Gold, 2 Weeks
Finishing January 16, 2023.


Total Gold Cost: 393,125,000 Gold
Volatilis pays.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

June Monthly Bits!

Nole uses:

*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 19 times as of June 2022

to gain 4 more Warrior weeks. (This bumps the usages up to 19 times)

--

Roy gets 2 Ebon Chancellor weeks from:

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

Phaedra receives 1 Resonant Historian Week
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Tue Jun 07, 2022 7:58 pm
The Nottest of Daves wrote: Wed Oct 06, 2021 3:30 am snip for updates
NEW TRAINING GO

~DELVER OF THE FORBIDDEN~
Horrid Ululations- (Passive Ability, Delver of the Forbidden) Bardic Music spells cast by possessor increase the stats of Darkspawn by an additional 500 points as an effect that does not stack across multiple instances of the same spell that stacks 5 times across different spells
Requires: Apprentice Forbidden Magic Attunement, Bard, Ritualist, Herald of Lunacy
Cost: 100,000 Gold, 3 Weeks

Costing Dulcinea 100,000 Gold

TO COMPLETE IN 3 WEEKS, ON 2022-06-27
Lurky begins the road to Temporal Primarch!

~TEMPORAL PRIMARCH~ [87-72 = 15 Weeks]
Apprentice Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Requires: Basic Time Synchronization, 3 other Temporal Primarch abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Requires: Knowledge of Esoteric Elements
Cost: 100,000,000 Gold, 60 Weeks

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

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

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

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

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

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

Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Requires: Temporal Primarch, Time Mage
Requires: 5,000,000 Gold, 5 Weeks

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


Lurky spends his 72 Bonus Weeks, meaning this plan completes in 15 Weeks, on 2022-10-11

Lurky pays 110,120,000 Gold.
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

So, all of my guys need to learn things. Except Viren, he's gotten himself started already.

Rosaline

The lady's finished learning!

She's aiming to get herself better at Enchanter and Smith in order to build up her portfolio of abilities and make jumping to Adept easier. She's going to need more Smith than is in the Shop, though, so Enchanter it is.

Enchanter needs a fair few Apprentices in Weapon trees to really get the most out of it for the prospective magical weapons-smith, however, so Spheres are used first. Through... let's say Tolva's Expert Soul Training, Tier 1 spheres can be created on a 1-to-1 basis up to Greater. Rosaline will only need Improved for most of them.
The Basic and Improved Spheres can then be swapped over to any T1 class her network of contacts has Apprentice in.

As such, the auto-learning begins. She picks up:
Spheretime! wrote:
-Adviser-

Apprentice Fan Training- (Passive Ability, Adviser) This character gains +60 Magical Attack and +50 MIN when a Fan is equipped.
Requires: Basic Fan Training, 3 other Adviser abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Fan of Mist- (Technique Ability, Adviser) Possessor may use Fan of Mist in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Air element equipped. This attack deals no damage and instead gives targets hit by it +5% Dodge as a buff that lasts two rounds and is non-stacking.
Requires: Basic Fan Training
Cost: 60,000 Gold, 2 Weeks

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

Fan Wielding II- (Passive Ability, Adviser) +25 to all stats when a Fan is equipped, +50 Magical Attack when a Fan is equipped
Requires: Fan Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via Nira)


-Archer-

Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Requires: Basic Bow Training, 3 other Archer abilities
Cost: 125,000 Gold, 2 Weeks

Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Requires: Basic Bow Training
Cost: 40,000 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

Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Requires: Basic Bow Training
Cost: 50,000 Gold, 2 Weeks

Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'
Requires: Basic Bow Training
Cost: 250,000 Gold, 2 Weeks

(Spheres via Vrishni)


-Assassin-

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

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

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

Throwing Weapon Wielding II- (Passive Ability, Assassin) +25 to all stats when a Throwing Weapon is equipped, +50 Ranged Attack when a Throwing Weapon is equipped
Requires: Throwing Weapon Wielding I
Cost: 60,000 Gold, 2 Weeks

Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
Requires: Basic Throwing Weapon Training
Cost: 60,000 Gold, 2 Weeks

(Spheres via Doctor)


-Card Mystic-

Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Requires: Basic Card Training, 3 other Card Mystic abilities
Cost: 125,000 Gold, 2 Weeks

Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Card Wielding II- (Passive Ability, Card Mystic) +25 to all stats when a Card is equipped, +50 Magical Attack when a Card is equipped
Requires: Card Wielding I
Cost: 60,000 Gold, 2 Weeks

Fancy Dealer- (Passive Ability, Card Mystic) Possessor's offensive actions gain 1% inflicts Charm: Impressed if possessor has a Card equipped
Requires: Card Wielding I
Cost: 150,000 Gold, 2 Weeks

(Spheres via Caelum)


-Combatant-

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

Armor-Piercing Punch- (Technique Ability, Combatant) Possessor may use 'Armor-Piercing 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 pierces 200 Defense.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Requires: Fist Weapon Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via Dulcinea)


-Defender-

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

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

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

(Spheres via Caelum)


-Dominator-

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

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

Leg-Binding Lash- (Technique Ability, Dominator) Possessor may use 'Leg-Binding Lash' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +150 Melee Attack and a 30% chance of inflicting Paralyzed, Impaired: Slow, Stat Drain: SPD Drain, and Stat Drain: DODGE Drain
Requires: Apprentice Whip Training, Whip Wielding II
Cost: 300,000 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

(Spheres via Tolva)



-Dragoon-

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

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

Fisherman's Hook- (Active Ability, Dragoon) This character may use 'Fisherman's Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said action gains +50 Melee Attack against Aquatics and gains a 10% chance of inflicting Stat Drain: AGI Drain on Aquatics
Requires: Basic Polearm Training
Cost: 60,000 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

Pole-Fisherman- (Active Ability, Dragoon) Possessor gains +2% To Hit against Aquatics while possessor has a Polearm equipped
Requires: Fisherman's Hook, Polearm Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via CELERY)


-Enslaver-

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

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

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

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

(Spheres via Tolva)


-Gentleman Assassin-

Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Requires: Basic Bladecane Training, 3 other Gentleman Assassin abilities
Cost: 125,000 Gold, 2 Weeks

Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Requires: Basic Bladecane Training
Cost: 70,000 Gold, 2 Weeks

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

My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Requires: Basic Disguised Weaponry Training
Cost: 550,000 Gold, 2 Weeks

(Spheres via Dulcinea)


-Ioun Master-

Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Requires: Basic Stone Training, 3 other Ioun Master abilities
Cost: 125,000 Gold, 2 Weeks

Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Requires: Basic Stone Training
Cost: 70,000 Gold, 2 Weeks

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

Stone Wielding II- (Passive Ability, Ioun Master) +25 to all stats when a Stone is equipped, +50 Magical Attack when a Stone is equipped
Requires: Stone Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via Elyion)


-Lancer-

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

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

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

Spear Wielding II- (Passive Ability, Lancer) +25 to all stats when a Spear is equipped, +50 Melee Attack when a Spear is equipped
Requires: Spear Wielding I
Cost: 60,000 Gold, 2 Weeks

Training Against Mounted Foes- (Passive Ability, Lancer) +145 Melee Attack against Steeds while a Spear is equipped
Requires: Basic Spear Training
Cost: 40,000 Gold, 2 Weeks

(Spheres via Kelver)


-Magus-

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

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

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

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

(Spheres via Cael)


-Matrix Keeper-

Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Requires: Basic Assault Matrix Training, 3 other Matrix Keeper abilities
Cost: 125,000 Gold, 2 Weeks

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

Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Requires: Assault Matrix Wielding I
Cost: 60,000 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

Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Requires: 3 Base AGI
Cost: 30,000 Gold, 2 Weeks

(Spheres via Dulcinea)


-Ravager-

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

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

Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Requires: Axe Wielding I
Cost: 60,000 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

Mamma Bear Chop- (Technique Ability, Ravager) Possessor may use 'Mamma Bear Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Requires: Apprentice Axe Training
Cost: 300,000 Gold, 2 Weeks

(Spheres via Tolva)


-Reaper-

Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Requires: Basic Scythe Training, 3 other Reaper abilities
Cost: 125,000 Gold, 2 Weeks

Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Requires: No prerequisites
Cost: 20,000 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

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

Scythe Wielding II- (Passive Ability, Reaper) +25 to all stats when a Scythe is equipped, +50 Melee Attack when a Scythe is equipped
Requires: Scythe Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via Celas)


-Sage-

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

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

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

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

(Spheres via Elyion)


-Scholar-

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 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


(Greater Spheres required, made via Volatilis' Scholar)


-Shadow Blade-

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

Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Requires: No prerequisites
Cost: 20,000 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


-Soldreidrethanoi-

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

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

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

Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Requires: Basic Bailartix Training
Cost: 130,000 Gold, 2 Weeks

(Spheres via Lili)


-Sorceress-

Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Requires: Basic Wand Training, 3 other Sorceress abilities
Cost: 125,000 Gold, 2 Weeks

Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Painter- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

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

Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped
Requires: Wand Wielding I
Cost: 60,000 Gold, 2 Weeks

(Spheres via Lili)

Track A begins:
Axe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Axes cost 200 XP less when applying said enhancements to Axes
Requires: Basic Enchanter Attunement, Apprentice Axe Training
Cost: 140,000 Gold, 2 Weeks

Bailartix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bailartixes cost 200 XP less when applying said enhancements to Bailartixes
Requires: Basic Enchanter Attunement, Apprentice Bailartix Training
Cost: 140,000 Gold, 2 Weeks

Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Requires: Basic Enchanter Attunement, Apprentice Sword Training
Cost: 140,000 Gold, 2 Weeks

Bladecane Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bladecanes cost 200 XP less when applying said enhancements to Bladecanes
Requires: Basic Enchanter Attunement, Apprentice Bladecane Training
Cost: 140,000 Gold, 2 Weeks

Book Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Books cost 200 XP less when applying said enhancements to Books
Requires: Basic Enchanter Attunement, Apprentice Book Training
Cost: 140,000 Gold, 2 Weeks

Bow Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bows cost 200 XP less when applying said enhancements to Bows
Requires: Basic Enchanter Attunement, Apprentice Bow Training
Cost: 140,000 Gold, 2 Weeks

Card Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Cards cost 200 XP less when applying said enhancements to Cards
Requires: Basic Enchanter Attunement, Apprentice Card Training
Cost: 140,000 Gold, 2 Weeks

Dart Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Throwing Weapons cost 200 XP less when applying said enhancements to Throwing Weapons
Requires: Basic Enchanter Attunement, Apprentice Throwing Weapon Training
Cost: 140,000 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

Fan Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fans cost 200 XP less when applying said enhancements to Fans
Requires: Basic Enchanter Attunement, Apprentice Fan Training
Cost: 140,000 Gold, 2 Weeks

Fist Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fist Weapons cost 200 XP less when applying said enhancements to Fist Weapons
Requires: Basic Enchanter Attunement, Apprentice Fist Weapon Training
Cost: 140,000 Gold, 2 Weeks

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

Force Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Forces cost 200 XP less when applying said enhancements to Forces
Requires: Basic Enchanter Attunement, Apprentice Force Training
Cost: 140,000 Gold, 2 Weeks

Knife Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Knives cost 200 XP less when applying said enhancements to Knives
Requires: Basic Enchanter Attunement, Apprentice Knife Training
Cost: 140,000 Gold, 2 Weeks

Matrix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Assault Matrices cost 200 XP less when applying said enhancements to Assault Matrices
Requires: Basic Enchanter Attunement, Apprentice Assault Matrix Training
Cost: 140,000 Gold, 2 Weeks

Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs
Requires: Basic Enchanter Attunement, Apprentice Orb Training
Cost: 140,000 Gold, 2 Weeks
Finishing on Feb 15, 2023.

Track B begins:
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: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks

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: 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: 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

Polearm Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Polearms cost 200 XP less when applying said enhancements to Polearms
Requires: Basic Enchanter Attunement, Apprentice Polearm Training
Cost: 140,000 Gold, 2 Weeks

Scythe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Scythes cost 200 XP less when applying said enhancements to Scythes
Requires: Basic Enchanter Attunement, Apprentice Scythe Training
Cost: 140,000 Gold, 2 Weeks

Shield Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Shields cost 200 XP less when applying said enhancements to Shields
Requires: Basic Enchanter Attunement, Apprentice Shield Training
Cost: 140,000 Gold, 2 Weeks

Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Requires: Basic Enchanter Attunement, Apprentice Soul Training
Cost: 140,000 Gold, 2 Weeks

Spear Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Spears cost 200 XP less when applying said enhancements to Spears
Requires: Basic Enchanter Attunement, Apprentice Spear Training
Cost: 140,000 Gold, 2 Weeks

Staff Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Staves cost 200 XP less when applying said enhancements to Staves
Requires: Basic Enchanter Attunement, Apprentice Staff Training
Cost: 140,000 Gold, 2 Weeks

Stone Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Stones cost 200 XP less when applying said enhancements to Stones
Requires: Basic Enchanter Attunement, Apprentice Stone Training
Cost: 140,000 Gold, 2 Weeks

Wand Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Wands cost 200 XP less when applying said enhancements to Wands
Requires: Basic Enchanter Attunement, Apprentice Wand Training
Cost: 140,000 Gold, 2 Weeks

Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips
Requires: Basic Enchanter Attunement, Apprentice Whip Training
Cost: 140,000 Gold, 2 Weeks
Finishing on Feb 8, 2023.


Cost: 14,390,000 Gold, 205 Spheres

Rosaline also gets 1 Scholar Bonus week, and the awards:
Has Consumed 5 Essence Sphere: Adviser
Has Consumed 5 Improved Essence Sphere: Adviser
Has Consumed 5 Essence Sphere: Archer
Has Consumed 5 Improved Essence Sphere: Archer
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Improved Essence Sphere: Defender
Has Consumed 5 Essence Sphere: Dominator
Has Consumed 5 Improved Essence Sphere: Dominator
Has Consumed 5 Essence Sphere: Dragoon
Has Consumed 5 Improved Essence Sphere: Dragoon
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Essence Sphere: Ioun Master
Has Consumed 5 Improved Essence Sphere: Ioun Master
Has Consumed 5 Essence Sphere: Lancer
Has Consumed 5 Improved Essence Sphere: Lancer
Has Consumed 5 Essence Sphere: Magus
Has Consumed 5 Improved Essence Sphere: Magus
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Reaper
Has Consumed 5 Improved Essence Sphere: Reaper
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Improved Essence Sphere: Sage
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Soldreidrethanoi
Has Consumed 5 Improved Essence Sphere: Soldreidrethanoi
Has Consumed 5 Essence Sphere: Sorceress
Has Consumed 5 Improved Essence Sphere: Sorceress
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Aeromage
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Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
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Re: Ability Shop

Post by Aeromage »

This post has been updated.

Cael

Cael's been slacking, but he's literally been becoming the turbo-Elementalist, what more do you want?

Speaking of which, he continues doing that.

He has the Cosmic Harmonization tree in Unbound Guru, allowing him to count Void abilities as abilities for Air, Fire, Earth, Metal, Water and Wood purposes (although not allowing him to daisy-chain things).

He's currently sitting on 64 Unbound Guru abilities and 29 Wind Duke abilities. With just a few more Wind Duke abilities, he can snag Expert Void and Expert Air! He already qualifies for Adept in all those other elemental trees, too!

Spheres are also made for this. Because really, why not knock off as much time as possible?

625 Spheres are converted, via Expert Soul and then combining, into 5 Superior Soul Spheres and then into 5 Superior Wind Duke Spheres through Tolva's Expert and Cael's Adept.
25 Spheres are converted, via Expert Spatial Magic, into 5 Greater Spatial Magic Spheres and then into 5 Greater Unbound Guru Spheres through Volatilis' Expert and Cael's Adept.
50 Spheres are converted via Expert Spatial Magic into 5 Greater Spatial Magic spheres and then into 5 Greater Archsmith of Metal and Lord of Trees spheres.


Track A begins:

-Blazing Sultan-

Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Blazing Sultan, 50 other Blazing Sultan Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


-Wind Duke-

Expert Air Synchronization- (Passive Ability, Wind Duke) Air element Damage dealt to possessor (not including healing) is halved, Air element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Air element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Air Synchronization, 100 other Wind Duke Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

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



-Mountain King-

Adept Earth Synchronization- (Passive Ability, Mountain King) Amounts of Earth element Damage possessor deals are increased by 10,000 points, Earth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Earth element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Mountain King, 50 other Mountain King Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks



-Other: Lord of Trees-

Adept Wood Synchronization- (Passive Ability, Other: Lord of Trees) Amounts of Wood element Damage possessor deals are increased by 10,000 points, Wood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wood element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Lord of Trees, 50 other Lord of Trees Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
(Expert Air learned after Nullify Air and Adept Fire)

Track B begins:
-Wind Duke-

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

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

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

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

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

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



-Other: Unbound Guru-

Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Void Synchronization, 100 other Unbound Guru Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



-Ocean Prince-

Adept Water Synchronization- (Passive Ability, Ocean Prince) Amounts of Water element Damage possessor deals are increased by 10,000 points, Water element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Water element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ocean Prince, 50 other Ocean Prince Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks



-Other: Archsmith of Metal-

Adept Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Amounts of Metal element Damage possessor deals are increased by 10,000 points, Metal element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Metal element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Archsmith of Metal, 50 other Archsmith of Metal Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
These both take 62 weeks apiece to learn with the spheres being used, finishing on the 5th of September, 2023.
I'm almost certainly going to be using Bonus Weeks to hurry that along when quests start rolling again.

Cost: 244,000,000 Gold, 700 Essence Sphere: Botanist

Cael also gets:

Has Consumed 5 Greater Essence Sphere: Archsmith of Metal
Has Consumed 5 Greater Essence Sphere: Lord of Trees
Has Consumed 5 Greater Essence Sphere: Unbound Guru
Has Consumed 5 Superior Essence Sphere: Wind Duke

This post has been updated.
Armocida
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Re: Ability Shop

Post by Armocida »

Rukathal manifests:

Emberfly Swarm
Level 16
Spirit, Fire
HP- 70,000
MP- 150,000
STR- 950
AGI- 1,700
CON- 1,050
MIN- 1,200
SPI- 1,800
XP- 0
Defense- 1,200
Defense against Stat Damage- 120
Critical Chance- 15%
Resilience- 12%
To Hit- 110%
Dodge- 18%
Resistances and Immunities- Absorbs Fire, 50% Water Weakness, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-

Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect

Spirit-Insect- Possessor gains the subtype Insect, Constant Effect

Firestarter- Possessor may deal 4,000 Flat Fire Damage to up to 5 opponents at the start of each round, possessor may summon 1 Emberfly at the start of each round, to a maximum of 10, Constant Effect

Abilities-
Ember Storm- 6,000 Damage, 1 hit against 5, Fire, 0 MP

Ignite- 7,000 Damage, 30% Inflicts Burning, Fire, 5,000 MP

Scatter- +10% Dodge, lasts 5 rounds, Stacks 3 times, 5,000 MP

Fan Flames- +600 SPI, +600 AGI, +2,000 Damage to the damage values of all of target's abilities that possess damage values, affects caster only, stacks 3 times, Fire & Air, 50,000 MP

Stinging Ember Blast- 6,000 Damage, 50% Inflicts Burning, 200% Inflicts Pain and Impaired: Blind, Fire, 30,000 MP

Choking Swarm- 6,000 Damage, 50% Inflicts Suffocation, 200% Inflicts Pain and Impaired: Mute, Fire & Air, 30,000 MP

Regather Flames- 30,000 Damage, Heals, May heal units, only affects Fire element targets, 60,000 MP

20weeks and 160,000,000gold to be done November 15, 2022
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Caelum

Caelum has finished learning all there (currently) is to know about Stages.

He's now moving on to learning about how to make the most of the space around him.

He has Unified Knowledge of Spatial Magic and Gate Magic, and 41 abilities across both. Time to aim for Adept!

First, however, it's spheretime.
5 Spheres are run through Expert Geomancer on Volatilis and converted into 5 Superior Geomancer Spheres, and then into 5 Superior Diviner Spheres through Volatilis' Adept Divining.
5 Spheres are likewise turned into Greater Geomancer Spheres, and then into Greater Scholar Spheres.
Spherestuff wrote:
-Diviner-

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks


-Scholar-

Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Improved Understanding of Mana Patterns, Basic Subspace Architect Knowledge
Cost: 200,000 Gold, 2 Weeks
Track A begins:

-Wanderer-

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

Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week

Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Requires: Fatigue Resistance, Basic Leadership Attunement
Cost: 200,000 Gold, 2 Weeks

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

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

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

Track B begins:
-Diviner-

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 1 Weeks (Remaining Superior Diviner Sphere used on this to knock a week off)


-Wanderer-

Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Requires: Combat Teleportation
Cost: 500,000 Gold, 2 Weeks

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

Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Requires: Skilled Teleporter, Landsense, Level 39
Cost: 10,000,000 Gold, 2 Weeks



-Other: Spatial Mage-

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

Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Requies: Apprentice Summoner Magic Attunement, Displacing Spell, Establish Dimensional Portal
Cost: 400,000 Gold, 2 Weeks
(Adept Spatial Magic learned last)

Taking 19 weeks each, both finishing on the 9th of November, 2022.

Cost: 24,320,000 Gold, 10 Essence Sphere: Botanist

Caelum also gets 4 Scholar weeks, and the awards:

Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Superior Essence Sphere: Diviner


Next up, Spatial, maybe. Or Expert Time.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

DOCTOR MIRACLES

Oh boy, this guy. He's learned a whole bunch of stuff here with Bonus Weeks (between the Freezer and Tsayikk-shenanigans, he was rather flush with them), and a whole bunch of stuff here with not-Bonus Weeks.

Speaking of Bonus Weeks, his Pattern of Glory's been piling up. He's accrued 6 more since the last post.

In lieu of having any better ideas, the Doctor continues to polish his collection of weird and powerful elements. This time, it's a T2, Will!

Track A begins:
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
Cost: 125,000 Gold, 4 Weeks


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

Apprentice Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 5% Will Resistance
Requires: Basic Will Resistance
Cost: 200,000 Gold, 2 Weeks

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

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

Basic Will Resistance- (Passive Ability, Other: Paragon of Resolve) Possessor gains 1% Will Resistance
Requires: Basic Will Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

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

Empowered By Will- (Passive Ability, Paragon of Resolve) If possessor is Will element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Will
Requires: Basic Understanding of the Heart of Will
Requires: 200,000 Gold, 2 Weeks

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

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

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

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

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

Mind Fortified by Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50,000 MP and +500 Defense against Stat Damage if possessor is Will element
Requires: Defenses that Utilize Will, Mentalist
Cost: 5,000,000 Gold, 2 Weeks

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

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

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

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

Will Immunity- (Passive Ability, Other: Paragon of Resolve) Possessor gains Will Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Will Resistance, Paragon of Resolve, Level 20
Cost: 500,000 Gold, 2 Weeks
Meditative Assumption of Will is learned last.


Track B begins:
Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Paragon of Resolve, 50 other Paragon of Resolve Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

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

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

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

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

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

Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Will, Emanate Will
Cost: 300,000 Gold, 2 Weeks

Detect Will- (Passive Ability, Paragon of Resolve) Possessor gains +1% To Hit against Will element targets
Requires: Apprentice Divining Attunement, Basic Will Synchronization
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Adept Will Synchronization is learned last.

Cost: 30,160,000 Gold

Both take 52 weeks to learn, finishing on the 28th of June, 2023.
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Tolva

Little guy's been busy not learning. Probably been too busy working out and plotting the downfall of humanity.

Well, time to get him back on the education-train!

Track A begins:
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Requirements: Undead Traits
Cost: 50,000 Gold, 1 Week

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

Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Theoretical Spellcaster, Deathless One, Necromancer, Ebon Chancellor, Has Researched the Basics of Eternal Life through Undeath
Cost: 5,000,000 Gold, 3 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

Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks

Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Requires: Necromancer, Has Researched Many Methods of Eternal Life through Undeath
Cost: 5,000,000 Gold, 2 Weeks
Track B begins:
Thanks to having the chainable Unified Darkness and Shadows and Unified Shadows and Umbra, Tolva can get up to Adept here!

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

Advanced Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 60% Charm Resistance
Requires: Umbral Loyalty Communing, Shadow Duke
Cost: 200,000 Gold, 2 Weeks

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

Basic Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Adept Darkness Synchronization
Cost: 5,000,000 Gold, 5 Weeks

Basic Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 20% Charm Resistance
Requires: Umbral Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Shadow Duke- (Passive Ability, Other: Shadow Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Umbral pet only, This ability provides +50 HP and +10 to all stats of possessor's Umbral pets and summons per Level of possessor
Requires: Apprentice Shadow Duke Knowledge, 10 Other Shadow Duke Abilities
Cost: 125,000 Gold, 4 Weeks

Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +20 to all stats
Requires: Basic Shadow Duke Knowledge
Cost: 60,000 Gold, 2 Weeks

Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 to all stats
Requires: Umbral Communing I
Cost: 100,000 Gold, 2 Weeks
Cost: 21,675,000 Gold

Both take 28 weeks to learn, finishing on January 11, 2023.
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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Wed Jun 08, 2022 4:57 am
The Nottest of Daves wrote: Wed Mar 16, 2022 5:12 am snip for updates
PLAY IT AGAIN, SAM

Improved spheres made with Adept Geomancer and Priest from Dulcinea
Greater Spheres made with Expert Wanderer from Volatilis

~PRIEST~ [23-20]
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Requires: Basic Divine Magic Attunement, 3 other Priest abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Requires: Apprentice Divine Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Requires: Pray
Cost: 40,000 Gold, 2 Weeks

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

Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks

Preacher- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Requires: Preacher's Stance
Cost: 100,000 Gold, 2 Weeks

Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 3 Weeks

Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Apprentice Divine Magic Attunement, 10 other Priest abilities
Cost: 125,000 Gold, 4 Weeks


Costing Dulcinea:
15 Essence Sphere: Botanist
30 Purity
562,500 Gold

Willoughby gains:
Has Consumed 5 Attunement Book: Priest

Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest


TO COMPLETE IN 3 WEEKS, ON 2022-06-29
Willoughby is now a priest of herself, and begins the road to the Church of Atom!

~ARCANE VIZIER~ [21-20 = 1]
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Requires: Basic Magic Synchronization, 3 other Arcane Vizier abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

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

~ELEMENTALIST~ [2]
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Requires: Scholar of Elements, Studious
Cost: 400,000 Gold, 2 Weeks

~HEIR TO THE FUTURE~ [21-20 = 1]
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Requires: Basic Technology Synchronization, 3 other Heir to the Future abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

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

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

~SCHOLAR~ [29-15 = 14]
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

Bolt Passage- (Technique Ability, Scholar) Possessor may use 'Bolt Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Requires: Basic Book Training, Basic Electrical Synchronization
Cost: 300,000 Gold, 2 Weeks

Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar 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 Book Training
Cost: 10,000 Gold, 1 Week

Enchanted Passage- (Technique Ability, Scholar) Possessor may use 'Enchanted Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Book Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanting Passage- (Technique Ability, Scholar) Possessor may use 'Enchanting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Passage, Apprentice Book Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

Pulse Passage- (Technique Ability, Scholar) Possessor may use 'Pulse Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Requires: Basic Book Training, Basic Energy Synchronization
Cost: 300,000 Gold, 2 Weeks

Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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 Scholar abilities that are Techniques whose name contains 'Passage'
Cost: 5,000,000 Gold, 5 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 Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks

Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Requires: Basic Book Training, 5 Base AGI, 5 Base MIN
Cost: 60,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

~SCIENTIST~ [29-20 = 9]
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 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: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks

Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Requires: Utilize Researched Knowledge
Cost: 120,000 Gold, 3 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

Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Requires: Basic Programming Skills
Cost: 90,000 Gold, 3 Weeks

Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 3 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

Has Researched Mechanical Entities- (Passive Ability, Scientist) Possessor gains +100 MIN for each Robot or Machine pet or summon possessor has equipped, to a max of +1,000 MIN, Possessor's Robot and Machine pets and summons gain +100 to all stats, Possessor's Clockwork pets and summons gain +50 to all stats
Requires: Basic Research Skills, Basic Roboticist Knowledge, Basic Gearwright Knowledge, Basic Mechanist Knowledge
Cost: 300,000 Gold, 2 Weeks

Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 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

Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Requires: Knowledge of Basic Scientific Theory, Basic Hypertech Attunement
Cost: 400,000 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

~THERMONUCLEAR DISCIPLE~ [30]
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Esoteric Elements, Scientist
Cost: 50,000,000 Gold, 30 Weeks

TO COMPLETE IN 12 WEEKS AFTER BONUS WEEK EXPENDITURE, 2022-09-21


Costing Dulcinea:
60 Essence Sphere: Botanist
90 Purity
60,595,000 Gold

Costing Willoughby
54 Bonus Weeks

Willoughby gains:
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Scientist

Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

For reasons, Caelum needs to learn how to be somebody else.

5 Basic Spheres are flipped through Viren's Apprentice to become 5 Essence Sphere: Counselor of Faerie.

Caelum uses them and insta-learns:
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae
Requires: Fae Traits
Cost: 100,000 Gold, 4 Weeks
Cost: 150,000 Gold, 5 Spheres

He also gets:

Has Consumed 5 Essence Sphere: Counselor of Faerie
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Ryuutarou's pending training has been updated, so it's time for him to start anew!
~MERCHANT~ [12]
Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
Requires: Apprentice Merchant Proficiency, Training in Economics
Cost: 200,000 Gold, 3 Weeks

Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Requires: Basic Merchant Proficiency
Cost: 40,000 Gold, 2 Weeks

Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks
Ryuutarou pays
1,690,000 Gold

TO COMPLETE IN 12 WEEKS, ON 2022-10-29
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Niki Bailong!
Celas wrote: Wed Nov 24, 2021 5:50 pm Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,000,000 Gold, 40 Weeks

2022-08-31

Bank of El handles the gold.

Done and not overdue (and the only member of my party to have such dignified status, RIP)

She starts training:

Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week

White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week

Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week

Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week

Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks

Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week

Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week

Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks

Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks

Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks

Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks

Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks

Takes 22 Weeks, Costs 1,350,000 Gold.

Finishes on 2023-02-01

El Pays the gold cost.

Additionally, she has existed for 17 months, since April 2021, and as such acquires 17 Enlightened Sensei Bonus Weeks. (Note For Update: Probably put a "claimed on" month note in the "Weeks" field to keep track of these.)
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Celas wrote: Wed Mar 16, 2022 6:33 pmtraining snip
Demosthenes's training of Element Capstones is done! And only lightly overdue!

He starts training

Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element
Requires: Knowledge of Esoteric Elements, Illusionist
Cost: 50,000,000 Gold, 30 Weeks

This'll finish on 2023-03-29, El pays the Gold cost.
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