The Nottest of Daves wrote: ↑Tue Jun 28, 2022 7:26 pm
The Nottest of Daves wrote: ↑Tue Jun 07, 2022 7:58 pm
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.
Lurky has achieved Temporal Primarch-hood!
Lurky will also achieve the ability to spin out Astromancer Spheres during this training plan, and will utilize the Volatilis (Expert Wanderer) -> Dulcinea (Adept Geomancer) -> Lurky (Astromancer) chain to make Basic, Improved and Greater Astromancer spheres, making this training plan shorter
~ASTROMANCER~ [71-20 = 50]
Astrologer- (Passive Ability, Astromancer) Possessor gains +5% To Hit, Possessor gains +2,000 to all stats if possessor has an Empowered Constellation set, Possessor gains +15% To Hit against targets that possess an Astral Magic buff, debuff, or status effect
Requires: Astromancer, Diviner
Cost: 1,000,000 Gold, 2 Weeks
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 4 Weeks
Astronomer- (Passive Ability, Astromancer) Possessor gains +500 MIN, Possessor gains +5% To Hit against Astral Beings, Possessor gains +5% To Hit if any individual in possessor's battlespace has an Empowered Constellation set or if possessor is in a Zone of Astral
Requires: Scientist
Cost: 700,000 Gold, 2 Weeks
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks
Can Sense the Stars through the Clouds- (Passive Ability, Astromancer) Sources below Level 40 cannot prevent possessor from benefiting from the effects of Empowered Constellations that possessor or possessor's allies have set.
Requires: Diviner, Navigate by the Stars, Apprentice Astral Magic Attunement
Cost: 3,000,000 Gold, 2 Weeks
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks
Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks
Guided By the Stars- (Passive Ability, Astromancer) At the start of each round, possessor may, provided no individual of Level 60 or greater or that is 20 or more Levels greater than possessor who is either in the battlespace possessor is entering or the battlespace possessor is leaving objects, choose to enter a battlespace that contains an individual who has an Empowered Constellation set or that contains a Zone of Astral
Requires: Read Astral Omens, Wanderer
Cost: 2,000,000 Gold, 2 Weeks
Heralded By Omens- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and inflict Favored, Augmented, or Elevated on all allies in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Guided By the Stars
Cost: 2,000,000 Gold, 2 Weeks
Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks
Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks
Preceded By Ominous Astral Signs- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and have a 100% chance of inflicting Hexed, Confusion: Fear, or Stat Drain on all opponents in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Heralded By Omens, Constellation Power Boost
Cost: 2,000,000 Gold, 2 Weeks
Read Astral Omens- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor gains +500 MIN, +500 SPI, +5% To Hit, and +5% Dodge
Requires: Star Charter, Astrologer
Cost: 500,000 Gold, 2 Weeks
Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Shift Constellation- (Active Ability, Astromancer) Possessor may spend an action to transfer an Empowered Constellation from being set for possessor to being set for one of possessor's allies in its first phase; this transfer ignores 'caster only' as a restriction on the transfer of effects but does not ignore other restrictions and treats casting requirements as additional restrictions.
Requires: Twin-Constellation Link, Widen Astral Magic I
Cost: 3,000,000 Gold, 2 Weeks
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks
Widen Astral Magic I- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 100 additional targets.
Requires: Astral Magic Casting II
Cost: 500,000 Gold, 2 Weeks
Widen Astral Magic II- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 10,000 additional targets.
Requires: Widen Astral Magic I, Focused Astral Magic Casting, Astromancer
Cost: 5,000,000 Gold, 2 Weeks
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Zodiac Link- (Passive Ability, Astromancer) All of possessor's allies who have the same Empowered Constellation set as possessor obtain +5,000 to all stats as a non-stacking bonus
Requires: Astrologer, Heralded By Omens, Shift Constellation, Widen Astral Magic II, Channeler
Cost: 6,000,000 Gold, 2 Weeks
Zodiac Strike- (Technique Ability, Astromancer) Possessor may use 'Zodiac Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Magical Attack', 'Overdrive', 'Ranged Attack', or 'Ranged Overdrive' action so long as no other technique is used and one of possessor's allies who has the same Empowered Constellation set as possessor attacked each non-caster target of the attack earlier in the same round. Said action deals 60,000 Astral Damage in addition to other Damage it deals.
Requires: Zodiac Link, Wielder of Astrological Weapons
Cost: 6,000,000 Gold, 2 Weeks
Zodiac Ward- (Technique Ability, Astromancer) Possessor gains 5% Resistance to the Damage dealt by attacks that come from sources below Level 60 that come from sources that are not higher Level than possessor that fail to target every ally of possessor who has at least one Empowered Constellation set that possessor also has set.
Requires: Zodiac Link, Shielded by the Stars
Cost: 6,000,000 Gold, 2 Weeks
~CAPTAIN~ [18-1 = 17]
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Requires: Navigator, Knowledge of Basic Hyperspace Theory
Cost: 600,000 Gold, 2 Weeks
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Requires: Captain, Hyperspace Navigation, Wanderer, Apprentice Leadership Attunement
Cost: 2,000,000 Gold, 2 Weeks
~COMMANDER~ [4]
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, 4 Weeks
~GEOMANCER~ [2]
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
~SCIENTIST~ [15]
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
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Requires: No Prerequisites
Cost: 1,000,000 Gold, 3 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
~STARKEEPER~ [24]
Apprentice Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Starkeeper Knowledge, 3 other Starkeeper abilities
Cost: 125,000 Gold, 2 Weeks
Astral Being Calling I- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +20 to all stats
Requires: Astral Being Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling II- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +200 HP
Requires: Astral Being Calling I
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling III- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +500 MP
Requires: Astral Being Calling II
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling IV- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +2,000 HP and +4,000 MP
Requires: Astral Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 40% Charm Resistance
Requires: Basic Astral Being Loyalty Training, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks
Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +20 to all stats
Requires: Basic Starkeeper Knowledge
Cost: 60,000 Gold, 2 Weeks
Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +100 to all stats
Requires: Astral Being Training I
Cost: 100,000 Gold, 2 Weeks
Basic Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 20% Charm Resistance
Requires: Astral Being Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks
Starkeeper- (Passive Ability, Starkeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Astral Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Astral Being pets and summons per Level of possessor
Requires: Apprentice Starkeeper Knowledge, 10 other Starkeeper abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: COSMIC RULER~ [21]
Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Acceleration Within Astral's Dominion- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Astral
Requires: Basic Zonal Acclimation of Astral
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor obtains Astral element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Astral Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 50 points
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 to all stats while in a Zone of Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks
TOTALING 133 WEEKS, TO COMPLETE ON 2025-04-29
Dulcinea pays
15 Essence Sphere: Botanist
30 Purity
Lurky pays
1 Captain Week
48,310,000 Gold
Lurky gains:
Has Consumed 5 Attunement Book: Astromancer
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer