Ability Shop

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

Re: Ability Shop

Post by Celas »

Celas wrote: Mon Apr 19, 2021 11:22 pm Jonathan Durandal, Knight of the Atom! Starts training:

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

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costs: 80,000 Gold (El will pay) and will finish on June 14, 2021
Jonathan's sole training queue has been finished for well over a year. Disappointing.

He gains the 17 Thermonuclear Disciple Bonus Weeks from his Knightly Order since joining up.

He starts training in real-time:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Requires: Basic Hammer Training, 3 other Crusher abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Requires: Hammer Wielding I
Cost: 50,000 Gold, 2 Weeks

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Finishes on 2022-12-21, Costs 490,000 Gold, which El pays.
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Celas
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Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Celas wrote: Mon Jun 28, 2021 4:06 am
Celas wrote: Sun Jun 13, 2021 5:49 pm Celas starts training:

A:
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Requires: Level 60
Cost: 1,000,000,000 Gold, 2 Weeks

B:
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks

Finishes June 27, 2021
Celas's Current Training is done.

He starts:

A:
Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
Requires: Basic Subspace Architect Knowledge
Cost: 60,000 Gold, 2 Weeks

B:
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, Basic Subspace Architect Knowledge
Cost: 1,000,000 Gold, 2 Weeks

Costs 1,060,000 Gold, Finishes on 2021-07-11

Celas gains Truth Chosen Weeks. If that's a thing he gets. Probably are.

His extant training queue finished on July 11th. Of 2021.

In the meantime, he starts training this blob, which I am going to play somewhat fast and loose with. Sorry, ish. He's been not-training long enough for this entire queue to be done. We're gonna say Fire and Air on Track A, and Earth and Water on track B.

Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Requires: Purity of Air
Cost: 225,000 Gold, 4 Weeks

Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Requires: Purity of Water
Cost: 225,000 Gold, 4 Weeks

Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Requires: Purity of Fire
Cost: 225,000 Gold, 4 Weeks

Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Requires: Purity of Earth
Cost: 225,000 Gold, 4 Weeks


Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Requires: Project Mini Tornados, Float Upon the Levitating Wind, Caller of the Air Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Requires: Toss Flame Globes, Flaming Pillar of Self, Caller of the Fire Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Requires: Aquatic Lancing, Aqueous Column of Protection, Caller of the Water Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks



Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Requires: Hand of Salty Brine
Cost: 80,000 Gold, 2 Weeks

Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Requires: Hand of Glittering Mineral
Cost: 80,000 Gold, 2 Weeks

Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Requires: Hand of Blustering Wind
Cost: 80,000 Gold, 2 Weeks

Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Requires: Hand of Blazing Flame
Cost: 80,000 Gold, 2 Weeks



Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Requires: Hand of Dancing Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Requires: Hand of Open Sky
Cost: 80,000 Gold, 2 Weeks

Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Requires: Envoy of Air
Cost: 80,000 Gold, 2 Weeks

Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Requires: Hand of Flame
Cost: 70,000 Gold, 2 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Requires: Hand of Unbroken Stone
Cost: 80,000 Gold, 2 Weeks

Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Requires: Envoy of Earth
Cost: 80,000 Gold, 2 Weeks

Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Requires: Hand of Seafoam
Cost: 70,000 Gold, 2 Weeks

Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Requires: Hand of Cloud
Cost: 70,000 Gold, 2 Weeks

Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Requires: Hand of the Inflexable Tide
Cost: 80,000 Gold, 2 Weeks

Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Requires: Envoy of Water
Cost: 80,000 Gold, 2 Weeks

Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Requires: Hand of Gravel
Cost: 70,000 Gold, 2 Weeks



Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Requires: Aura of Water
Cost: 250,000 Gold, 3 Weeks

Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Requires: Aura of Earth
Cost: 250,000 Gold, 3 Weeks

Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Requires: Aura of Fire
Cost: 250,000 Gold, 3 Weeks

Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Requires: Aura of Air
Cost: 250,000 Gold, 3 Weeks



Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Requires: Envoy of Air
Cost: 111,000 Gold, 2 Weeks

Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Cost: 111,000 Gold, 2 Weeks

Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Requires: Envoy of Fire
Cost: 111,000 Gold, 2 Weeks

Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Requires: Envoy of Water
Cost: 111,000 Gold, 2 Weeks



Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sky Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Cavern Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Flame Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sea Beasts
Cost: 95,000 Gold, 3 Weeks



Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Requires: Speak the Tongue of Earths
Cost: 11,000 Gold, 3 Weeks

Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Requires: Speak the Tongue of Flames
Cost: 11,000 Gold, 3 Weeks

Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Requires: Speak the Tongue of Skies
Cost: 11,000 Gold, 3 Weeks

Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Requires: Speak the Tongue of Waves
Cost: 11,000 Gold, 3 Weeks



Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Requires: Envoy of Earth
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Requires: Envoy of Fire
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Requires: Envoy of Air
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Requires: Envoy of Water
Cost: 11,000 Gold, 3 Weeks



Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Requires: Envoy of Air
Cost: 40,000 Gold, 1 Week

Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Requires: Envoy of Earth
Cost: 40,000 Gold, 1 Week

Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Requires: Envoy of Fire
Cost: 40,000 Gold, 1 Week

Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Requires: Envoy of Water
Cost: 40,000 Gold, 1 Week



Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

That's 64 Weeks each track, and a combined cost of 5,132,000 Gold.

Finishes on 2023-11-23
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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: Sat Jun 19, 2021 5:19 pmsnip
Anathema's current training is done. For over a year. Sigh.

Anyway, she starts up

Track A:

Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Requires: Envoy of Fire
Cost: 11,000 Gold, 3 Weeks


Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Flame Beasts
Cost: 95,000 Gold, 3 Weeks

Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Requires: Envoy of Fire
Cost: 111,000 Gold, 2 Weeks

Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Requires: Aura of Fire
Cost: 250,000 Gold, 3 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Requires: Hand of Flame
Cost: 70,000 Gold, 2 Weeks

Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Requires: Hand of Dancing Fire
Cost: 80,000 Gold, 2 Weeks

Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Requires: Hand of Blazing Flame
Cost: 80,000 Gold, 2 Weeks

Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Requires: Toss Flame Globes, Flaming Pillar of Self, Caller of the Fire Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Requires: Purity of Fire
Cost: 225,000 Gold, 4 Weeks


30 Weeks

Track B:

Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Requires: Speak the Tongue of Flames
Cost: 11,000 Gold, 3 Weeks

Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Requires: Basic Spirit Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Requires: Basic Spirit Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Requires: Guarded Purity
Cost: 150,000 Gold, 2 Weeks

Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Requires: Basic Spirit Magic Attunement, 3 other Shrine Maiden abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Requires: Apprentice Spirit Magic Training, 10 other Shrine Maiden abilities
Cost: 125,000 Gold, 4 Weeks

30 Weeks

Costs 3,453,000 Gold
Both tracks finish on 2023-03-29
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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: Fri Oct 15, 2021 8:24 am
Snipped for updates
she begins the following:
New Track A wrote: ~ATTACK~ [6]
Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week

Craft- (Active Ability, Attack) User uses a secret formula.
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks


~FRIENDSHIP~ [6]
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Requires: 25 Fame, A Hint of Fame in the Arena
Cost: 25,000,000 Gold, 1 Week

A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Requires: 5 Fame, Battle Arena Member
Cost: 5,000,000 Gold, 1 Week

Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness'
Requires: Apprentice Light Synchronization, May not possess the ablity 'Rejection of Darkness'
Cost: 90,000 Gold, 2 Weeks

Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Requires: Apprentice Darkness Synchronization, May not possess the ablity 'Rejection of Light'
Cost: 90,000 Gold, 2 Weeks


~TECHNOMANCER~ [27-1 = 26] (15/15 available, for-sale abilities)
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

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

Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Requires: Magical Activation, Technological Activation
Cost: 5,000,000 Gold, 2 Weeks

Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks

Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks


~WIZARD~ [7]
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Requires: Basic Wizard Magic Attunement, Baisc Enchantment Attunement, Basic Sword Arts Attunement, Basic Combat Arts Attunement
Cost: 100,000 Gold, 2 Weeks

Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks


~OTHER: WAR MAGE~ [2]
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Requires: Theoretical Spellcaster, Combat Spellcasting, Theoretical Mage-Scientist, Arcane Weapon Charge, Scholar of Wars
Cost: 5,000,000 Gold, 2 Weeks



Costing Dulcinea
47,530,000 Gold
1 Technomancer Week

TO COMPLETE IN 47 WEEKS, ON 2022-09-09
The above training on Track A is complete!

EXPERT AFTERLIFE
------------------------
Cael is recruited to make Binder Spheres

~BINDER~ [24-13 = 11]
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Binder Knowledge, 3 other Binder abilities
Cost: 125,000 Gold, 2 Weeks

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

Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Requires: Basic Binder Knowledge
Cost: 60,000 Gold, 2 Weeks

Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Requires: Basic Binder Knowledge
Cost: 40,000 Gold, 2 Weeks

Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Requires: Spirit Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Requires: Spirit Calling I
Cost: 40,000 Gold, 2 Weeks

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

Spirit Calling IV- (Passive Ability, Binder) Possessor's Spirit summons gain +2,000 HP and +4,000 MP
Requires: Spirit Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Spirit Calling V- (Passive Ability, Binder) Possessor's Spirit summons may not be unsummoned by sources below Level 5
Requires: Spirit Calling IV, Spirit Communing II, Summoner, Binder
Cost: 200,000 Gold, 2 Weeks

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

Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Requires: Spirit Communing I
Cost: 100,000 Gold, 2 Weeks


~GEOMANCER~ [87] (Costs Discounted by Terrain Mastery)
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Requires: Phantom Terrain Link Established: Cloudy Sky
Cost: 0 Gold, 1 Week, 0 Square Mile of Cloudy Sky on a Random World

Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Requires: Phantom Terrain Link Established: Conifer Forest
Cost: 0 Gold, 1 Week, 0 Square Mile of Conifer Forest on a Random World

Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Requires: Phantom Terrain Link Established: Dark Forest
Cost: 0 Gold, 1 Week, 0 Square Mile of Dark Forest on a Random World

Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Requires: Phantom Terrain Link Established: Desert
Cost: 0 Gold, 1 Week, 0 Square Mile of Desert on a Random World

Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Requires: Phantom Terrain Link Established: Dry Riverbed
Cost: 0 Gold, 1 Week, 0 Square Mile of Dry Riverbed on a Random World

Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Requires: Phantom Terrain Link Established: Farmland
Cost: 0 Gold, 1 Week, 0 Square Mile of Farmland on a Random World

Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Requires: Phantom Terrain Link Established: Glacier
Cost: 0 Gold, 1 Week, 0 Square Mile of Glacier on a Random World

Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Requires: Phantom Terrain Link Established: Hills
Cost: 0 Gold, 1 Week, 0 Square Mile of Hills on a Random World

Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Requires: Phantom Terrain Link Established: Marsh
Cost: 0 Gold, 1 Week, 0 Square Mile of Marsh on a Random World

Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Requires: Phantom Terrain Link Established: Meadow
Cost: 0 Gold, 1 Week, 0 Square Mile of Meadow on a Random World

Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Requires: Phantom Terrain Link Established: Mesa
Cost: 0 Gold, 1 Week, 0 Square Mile of Mesa on a Random World

Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Requires: Phantom Terrain Link Established: Mountains
Cost: 0 Gold, 1 Week, 0 Square Mile of Mountains on a Random World

Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Requires: Phantom Terrain Link Established: Open Plains
Cost: 0 Gold, 1 Week, 0 Square Mile of Open Plains on a Random World

Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Requires: Phantom Terrain Link Established: Open Sky
Cost: 0 Gold, 1 Week, 0 Square Mile of Open Sky on a Random World

Attuned to Terrain: Rolling Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Rolling Plains
Requires: Phantom Terrain Link Established: Rolling Plains
Cost: 0 Gold, 1 Week, 0 Square Mile of Rolling Plains on a Random World

Attuned to Terrain: Salt Flats - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats
Requires: Phantom Terrain Link Established: Salt Flats
Cost: 0 Gold, 1 Week, 0 Square Mile of Salt Flats on a Random World

Attuned to Terrain: Savannah - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Savannah
Requires: Phantom Terrain Link Established: Savannah
Cost: 0 Gold, 1 Week, 0 Square Mile of Savannah on a Random World

Attuned to Terrain: Scrubland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Scrubland
Requires: Phantom Terrain Link Established: Scrubland
Cost: 0 Gold, 1 Week, 0 Square Mile of Scrubland on a Random World

Attuned to Terrain: Snowy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains
Requires: Phantom Terrain Link Established: Snowy Plains
Cost: 0 Gold, 1 Week, 0 Square Mile of Snowy Plains on a Random World

Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Requires: Phantom Terrain Link Established: Space
Cost: 0 Gold, 1 Week, 0 Square Mile of Space on a Random World

Attuned to Terrain: Steppes - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Steppes
Requires: Phantom Terrain Link Established: Steppes
Cost: 0 Gold, 1 Week, 0 Square Mile of Steppes on a Random World

Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Requires: Phantom Terrain Link Established: Stormy Plains
Cost: 0 Gold, 1 Week, 0 Square Mile of Stormy Plains on a Random World

Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Requires: Phantom Terrain Link Established: Swamp
Cost: 0 Gold, 1 Week, 0 Square Mile of Swamp on a Random World

Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Geomancy Attunement, 100 other Geomancer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Requires: Attuned to Terrain: Mountains
Cost: 0 Gold, 1 Week, 0 Square Mile of Mountains on a Random World

Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Requires: Attuned to Terrain: Mountains
Cost: 0 Gold, 1 Week, 0 Square Mile of Swamp on a Random World

Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Cloudy Sky on a Random World

Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Conifer Forest on a Random World

Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Dark Forest on a Random World

Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Desert on a Random World

Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Dry Riverbed on a Random World

Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Farmland on a Random World

Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Glacier on a Random World

Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Hills on a Random World

Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Marsh on a Random World

Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Meadow on a Random World

Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Mesa on a Random World

Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Mountains on a Random World

Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Open Plains on a Random World

Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Open Sky on a Random World

Phantom Terrain Link Established: Salt Flats- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Salt Flats
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Salt Flats on a Random World

Phantom Terrain Link Established: Savannah- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Savannah
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Savannah on a Random World

Phantom Terrain Link Established: Scrubland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Scrubland
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Scrubland on a Random World

Phantom Terrain Link Established: Snowy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Snowy Plains
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Snowy Plains on a Random World

Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Space on a Random World

Phantom Terrain Link Established: Steppes- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Steppes
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Steppes on a Random World

Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Stormy Plains on a Random World

Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Requires: Basic Geomancy Attunement
Cost: 0 Gold, 1 Week, 2 Square Mile of Swamp on a Random World


~SCHOLAR~ [5] (Weeks Discounted by Mastery of Many Topics)
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Understanding of Mana Patterns, Scholar of Dimensions
Cost: 5,000,000 Gold, 1 Weeks

Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Requires: Scholar of Dimensions, Wanderer
Cost: 5,000,000 Gold, 1 Weeks

Knowledge of Technology from Multiple Eras- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Basic Engineering Proficiency, Basic Gearwright Knowledge, Basic Gun Training, Basic Technology Synchronization, Basic Vehicle User, Basic Vessel User, Basic Mech User, Basic Assault Matrix Training, Basic Roboticist Knowledge, Basic Mechanist Knowledge, Scholar of History
Cost: 200,000 Gold, 1 Weeks

Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Basic Knowledge of Common Dimensional Traits
Cost: 50,000 Gold, 1 Weeks

Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
Requires: Basic Understanding of Entity Mana Patterns, Basic Understanding of Dimensional Mana Patterns, Basic Understanding of Item Mana Patterns, Scholar
Cost: 5,000,000 Gold, 1 Weeks


~SEAKEEPER~ [12]
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Requires: Apprentice Seakeeper Knowledge, 10 other Seakeeper abilities
Cost: 125,000 Gold, 4 Weeks

Speak to Fish- (Passive Ability, Seakeeper) Possessor's pet and summoned Aquatics gain +25 to all stats, Possessor's summoned Aquatics have a 5% lower chance of being uncontrolled
Requires: Basic Seakeeper Knowledge
Cost: 90,000 Gold, 2 Weeks

Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Requires: None
Cost: 30,000 Gold, 2 Weeks

Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
Requires: 5 Base CON
Cost: 60,000 Gold, 2 Weeks

Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Requires: Aquatic Traits
Cost: 120,000 Gold, 2 Weeks


TO COMPLETE IN 115 WEEKS, ON 2024-11-23

Costing Dulcinea:
118,245,000 Gold
3 Binder Weeks
10 Essence Sphere: Botanist

Dulcinea gains:
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
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: Sat Dec 25, 2021 8:56 pm
The Nottest of Daves wrote: Sun May 30, 2021 1:25 am
The Nottest of Daves wrote: Sat Apr 03, 2021 8:46 pm Celestine's New Track:
~HEIR TO THE FUTURE~ [4]
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


~KINETIC EMPEROR~ [4]
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks

TO COMPLETE IN 8 WEEKS, ON 2021-05-29
Celestine pays 250,000 Gold
That training queue is completed!

Celestine begins a new queue!
~MECHANIST~ [10]
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

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

Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks


~SCIENTIST~ [16]
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

Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Requires: Psychologist, Doctor
Cost: 800,000 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

Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Requires: Psychologist, Basic Leadership Attunement
Cost: 800,000 Gold, 2 Weeks


~THIEF~ [4]
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
TO COMPLETE IN 30 WEEKS, ON 2021-12-25
(Merry Christmas!)

Dulcinea pays 2,715,000 Gold

MERRY CHRISTMAS

Celestine finishes the above, and starts the below
Dulcinea helps out with some sphereballery to make Gunner Spheres
~GUNNER~ [23-15]
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks

Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week

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, 2 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, 2 Weeks

Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Gun Training
Cost: 500,000 Gold, 2 Weeks

Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
Requires: Gun Accuracy Training
Cost: 300,000 Gold, 2 Weeks


~OTHER: GREASE MONKEY~ [30]
Basic Steam Synchronization- (Passive Ability, Other: Grease Monkey) Possessor gains +25 to all stats if possessor is Steam element
Requires: Knowledge of Esoteric Elements, Crafter, Gearwright, Mechanist, Gunner, Thief, Scientist
Cost: 50,000,000 Gold, 30 Weeks

TO COMPLETE IN 38 WEEKS, ON 2022-09-17

Dulcinea pays:
51,550,000 Gold
15 Essence Sphere: Botanist
Celestine, having learned the Arts of Steam, now pursues the arts of Being a Giant Flying Bubble!


~BINDER~ [2]
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit 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~ [6]
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

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


~GEARWRIGHT~ [12]
Extendable Gas Lamps- (Passive Ability, Gearwright) Possessor may choose at the beginning or end of any of its actions to gain the buff provided by its 'Integrated Gas-Powered Lamps' ability
Requires: Integrated Gas-Powered Lamps
Cost: 300,000 Gold, 2 Weeks

Inflatable Back-Deploying Clockwork Mini-Zeppelin- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor the subtype Aerial, +200 AGI, and 20% Earth Resistance
Requires: Clockwork Traits, Engineer, Skykeeper
Cost: 2,000,000 Gold, 2 Weeks

Inflatable Back-Deploying Clockwork Zeppelin- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor +40,000 HP and +1,000 additional AGI
Requires: Inflatable Back-Deploying Clockwork Mini-Zeppelin
Cost: 20,000,000 Gold, 2 Weeks

Integrated Gas-Powered Lamps- (Passive Ability, Gearwright) At the start of each round, possessor may, if possessor is a Clockwork, pay 500 MP to gain a buff that does not stack that causes its possessor's presence to count as the presence of an additional Zone of Light, with said buff lasting until either its possessor stops being a clockwork or until the next time possessor is able to make said choice to acquire said buff
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks

Passenger-Grabbing Clockwork Mega-Claw- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor +20,000 Melee Attack and the ability to pick up or deploy one willing target of one of possessor's 'Melee Attack' or 'Attack with Finesse' actions
Requires: Zeppelin-Bottom Passenger-Compartment with Interior Gas Lighting, Clackity-Clack Grabber-Claws, Level 20
Cost: 30,000,000 Gold, 2 Weeks

Zeppelin-Bottom Passenger-Compartment with Interior Gas Lighting- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor the subtypes Vehicle and Vessel as well as a Passenger Capacity of 15 (along with the ability for possessor to spend an action to be able to pick up or deploy a passenger)
Requires: Inflatable Back-Deploying Clockwork Zeppelin, Extendable Gas Lamps
Cost: 15,000,000 Gold, 2 Weeks


~SKYKEEPER~ [23]
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

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

Balloon Essence- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may choose to count as being in the 'Form of Balloon' stance when not in said stance
Requires: Form of Balloon, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Requires: Aerial Traits
Cost: 120,000 Gold, 2 Weeks

Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Requires: Messenger Bird Trainer
Cost: 120,000 Gold, 2 Weeks

Dedicated Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor may use Messenger Bird Trainer up to 4 times per thread, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 60,000 Gold, 3 Weeks

Form of Balloon- (Stance Ability, Skykeeper) If possessor is an Aerial, possessor gains +100 AGI and 10% Dodge
Requires: Aerial Traits
Cost: 100,000 Gold, 2 Weeks

Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Requires: Basic Skykeeper Knowledge
Cost: 120,000 Gold, 2 Weeks

Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 10,000 Gold, 1 Week

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


TO COMPLETE IN 43 WEEKS, ON 2023-07-15

Costing Dulcinea 69,015,000 Gold

~Abilities Updated~
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: Wed Jun 29, 2022 9:11 pm
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
Using Expert Wanderer and Auramancer from Volatilis, and Channeler from Dulcinea, standard, improved, and greater Essence Spheres are made.
Willoughby learns COMBAT!

~AURAMANCER~ [24-15 = 9]
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

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

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

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

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

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

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

Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Requires: Offensive Aura Extrusion
Cost: 110,000 Gold, 2 Weeks

Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% 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: Aura Strike, Basic Channeling Attunement
Cost: 80,000 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

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


~CHANNELER~ [23-20 = 3]
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week

Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Requires: Basic Supernatural Empathy
Cost: 60,000 Gold, 2 Weeks

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

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

Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Requires: Basic Channeling Attunement
Cost: 60,000 Gold, 2 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, 2 Weeks

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

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


~COMBATANT~ [30]
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

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

Bright Punch- (Technique Ability, Combatant) Possessor may use 'Bright Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Fist Weapon Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Code Punch- (Technique Ability, Combatant) Possessor may use 'Code Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Fist equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Fist Weapon Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks

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

Enchanted Punch- (Technique Ability, Combatant) Possessor may use 'Enchanted Punch' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Requires: Basic Fist Weapon Training, Basic Magic Synchronization
Cost: 300,000 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

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

Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Requires: Basic Unarmed Technique Attunement, Basic Combat Arts Attunement, Basic Fist Weapon Training
Cost: 60,000 Gold, 3 Weeks

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks


~MONK~ [2]
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


~WARRIOR~ [2]
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

TO COMPLETE IN 46 WEEKS, ON 2023-08-11


Dulcinea pays:
8,610,000 Gold
30 Purity
30 Essence Sphere: Botanist


Willoughby gains:
Has Consumed 5 Attunement Book: Channeler

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: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
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 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
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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 Aug 06, 2022 6:47 am 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
~CRUSHER~ [8]
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains +5% Critical.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks

Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Requires: Apprentice Hammer Training, 10 other Crusher abilities
Cost: 125,000 Gold, 4 Weeks

Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense
Requires: Basic Hammer Mastery
Cost: 120,000 Gold, 2 Weeks


~ETERNAL CHAMPION~ [4]
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


~KINETIC EMPEROR~ [4]
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks


~OCEAN PRINCE~ [4]
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, 4 Weeks


TO COMPLETE IN 20 WEEKS, ON 2023-03-19

Costing Dulcinea 920,000 Gold.
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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: Sun Apr 10, 2022 6:55 am 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

Enrica is now a SPOOPY REPTILIAN CONSPIRICIST! Peasants, beware!

~FLUX BARON~ [12]
Improved Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 100,000 HP at the start of each round and has a 60% chance of being cured of Wounded at the start of each round
Requires: Lycanthropic Regeneration
Cost: 4,000,000 Gold, 2 Weeks

Improved 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: Wereform Control, Monk OR Psychic
Cost: 3,000,000 Gold, 2 Weeks

Lunar Werebeast- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +2,000 to all stats while in a Chronogeomatic Zone of Night or a Zone of Moon
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Werebeast Mauling- (Technique Ability, Flux Baron) Possessor may use 'Werebeast Mauling' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor is in a Flux Baron stance whose name includes 'Wereform'. Said action gains +2,500 Melee Attack, may deal HP Drain to Animals, Humans, Humanoids, Aquatics, and Aerials, and gains '30% inflicts Wounded: Maimed'
Requires: Werebeast's Claws OR Lycanthrope's Bite
Cost: 3,000,000 Gold, 2 Weeks

Werebeast's Claws- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +350 Melee Attack, deals 1,500 additional Physical element Damage when dealing Physical element Damage with attacks, and has its chances of inflicting Wounded increased by 5%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Were-Pounce- (Technique Ability, Flux Baron) Possessor may use 'Were-Pounce' in conjunction with a 'Melee Attack', 'Powerful Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action's user enters a Flux Baron Stance whose name includes 'Wereform' at the start of said action.
Requires: Werebeast Mauling
Cost: 2,000,000 Gold, 2 Weeks


~TRANSMUTER~ [28]
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, 2 Weeks

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, 2 Weeks

Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Requires: Warped Self Stance
Cost: 50,000 Gold, 1 Week

Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Requires: Warped Self Stance
Cost: 50,000 Gold, 1 Week

Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Requires: Basic Transmutation Attunement
Cost: 190,000 Gold, 3 Weeks

Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Requires: Apprentice Transmuter Attunement, Twice-Warped Stance, Shifting Weapon Stance
Cost: 260,000 Gold, 4 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, 4 Weeks

Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Requires: Expanded Transmutative Self-Warping, Expanded Transmutative Self-Folding, Expanded Transmutative Element-Warping, Expanded Transmutative Element-Folding
Cost: 190,000 Gold, 3 Weeks

Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Requires: Basic Transmutation Attunement
Cost: 120,000 Gold, 3 Weeks

Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Requires: Basic Transmutation Attunement
Cost: 160,000 Gold, 3 Weeks


TO COMPLETE IN 40 WEEKS, ON 2023-08-20

Dulcinea pays 17,390,000 Gold
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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 Aug 31, 2022 11:42 pm
Celas wrote: Mon Apr 19, 2021 11:22 pm Jonathan Durandal, Knight of the Atom! Starts training:

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

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costs: 80,000 Gold (El will pay) and will finish on June 14, 2021
Jonathan's sole training queue has been finished for well over a year. Disappointing.

He gains the 17 Thermonuclear Disciple Bonus Weeks from his Knightly Order since joining up.

He starts training in real-time:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Requires: Basic Hammer Training, 3 other Crusher abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Requires: Hammer Wielding I
Cost: 50,000 Gold, 2 Weeks

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Finishes on 2022-12-21, Costs 490,000 Gold, which El pays.
Finished.

New training:
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Requires: Basic Holy Magic Attunement
Cost: 150,000 Gold, 3 Weeks

Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Requires: Paladin's Grace
Cost: 70,000 Gold, 2 Weeks

Finishes 2023-02-09
I think.
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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 Aug 31, 2022 6:35 pm 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.)
Whoops, slipped a couple days, here.

Let's go with a bit of Dragoning for now.

Draconic Aging- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks
(Obtained on: 2023-02-17)

Dragon Claws- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Requires: Dragon Traits, Basic Unarmed Technique Attunement
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Breath- (Active Ability, Other: Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Roar- (Active Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Requires: Dragon Traits
Cost: 200,000 Gold, 2 Weeks

Dragon-Scale Hide- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Imperial Dragon- (Passive Ability, Other: Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Requires: Dragon Traits
Cost: 50,000,000 Gold, 2 Weeks

Tail Sweep- (Technique Ability, Other: Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks

Costs 59,200,000 Gold (which El pays), finishes on 2023-05-12
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Draconics
Arena Lieutenant
Posts: 294
Joined: Wed Mar 17, 2021 5:13 am
Location: Lost in time and space

Re: Ability Shop

Post by Draconics »

So it looks like everything is done now except Draconics track A and both Nira tracks. Let's dredge up some more fillerino!

Roulette Master starts staggers along his tracks:
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Requires: Basic Deadly Item Training
Cost: 40,000 Gold, 2 Weeks

Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 2 Weeks

Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Requires: Basic Deadly Item Training, 3 other Slayer abilities
Cost: 125,000 Gold, 2 Weeks

And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
Requires: Basic Weapon Improvisation, Apprentice Darkness Synchroniation, Apprentice Zonal Acclimation of Darkness
Cost: 100,000 Gold, 1 Week

And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week

Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 4 Weeks

---

Basic Dice Training- (Passive Ability, Other: High Roller) Possessor gains +7 Magical Attack if possessor has a Dice equipped
Requires: Slayer, Gambler
Cost: 7,777,777 Gold, 7 Weeks

---

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

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

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

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

Apprentice Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense against Knowledge
Requires: Basic Defenses Against Knowledge
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

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

Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

Call Forth the Living Knowledge- (Active Ability, Other: Numinous Archivist) Possessor may spend an action to summon 5 Elementals that are Knowledge 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 Knowledge, Emanate Knowledge
Cost: 300,000 Gold, 2 Weeks

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

Defenses that Utilize Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +500 Defense if possessor has any Knowledge-element items equipped that provide a Defense bonus
Requires: Basic Knowledge Synchronization, Basic Defenses against Knowledge, Basic Weaponization of Knowledge
Cost: 200,000 Gold, 2 Weeks

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

Elemental Invocation of Knowledge- (Technique Ability, Other: Numinous Archivist) Possessor may use 'Elemental Invocation of Knowledge' in conjunction with an 'Elemental Attack' action so long as possessor is Knowledge element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Knowledge
Cost: 200,000 Gold, 2 Week

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

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

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

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

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

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

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

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

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

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

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

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

Infinite Assumption of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains the element Knowledge while in Numinous Archivist stances
Requires: Meditative Assumption of Knowledge, Adept Knowledge Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Knowledge Battle-Aura- (Stance Ability, Other: Numinous Archivist) Possessor deals 10,000 Flat Knowledge element Damage to each opponent at the start of each round
Requires: Emanate Knowledge, Improved Weaponization of Knowledge
Cost: 200,000 Gold, 3 Weeks

Knowledge Body Form- (Stance Ability, Other: Numinous Archivist) Possessor gains +200 Defense against Knowledge, Possessor gains 15% Knowledge Resistance, Possessor may deal 5,000 Flat Knowledge element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Knowledge, Numinous Archivist, Basic Knowledge Resistance, Apprentice Understanding of the Heart of Knowledge, Apprentice Defenses Against Knowledge
Cost: 300,000 Gold, 3 Weeks

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

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

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

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

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

Partial Channeling of the Wrath of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Knowledge Resistance, Basic Weaponization of Knowledge
Cost: 40,000 Gold, 2 Weeks

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

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

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

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

Reflect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Reflects Knowledge against sources below Level 20 if Level 20 or greater
Requires: Knowledge Immunity
Cost: 500,000 Gold, 2 Weeks

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

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

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

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

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

(Reminder for next: more chaos?)

Zweirugi starts staggered over his two tracks:
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Requires: No Prerequisites
Cost: 100,000 Gold, 2 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, 2 Weeks

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

And Then I’ll Cackle RIGHT In Their Faces!- (Passive Ability, Warlock) Possessor may, once per round, up to a max of 5 times per thread, chooses to immediately gain an action after performing a ‘Breath-Stealing Kiss’ action that may only be used to perform a ‘Cackle’ action.
Requires: Cackle, Breath-Stealing Kiss, Level 14
Cost: 5,000,000 Gold, 3 Weeks

Augment Curses: Add Some Stress to Their Life- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued: Stress.
Requires: Augment Curses, Office Worker
Cost: 5,000,000 Gold, 2 Weeks

Blister-Inflicting Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions gain 15% inflicts Pain and deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Requires: Apprentice Dark Magic Attunement
Cost: 90,000 Gold, 3 Weeks

Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Requires: Baleful Brewer, Proficient in Heating Cauldrons Efficiently
Cost: 260,000 Gold, 3 Weeks

Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Requires: EITHER Basic Aquatic Knowledge OR Level 10, Warlock’s Bond
Cost: 90,000 Gold, 2 Weeks

Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Requires: Cackle
Cost: 80,000 Gold, 2 Weeks

Conveyance of Accursed Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ do not possessor their normal per-round recovery chance for individuals below Level 60.
Requires: Voice-Stealing Kiss
Cost: 800,000 Gold, 2 Weeks

Conveyance of Unbroken Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ cannot be cured (excluding per-round auto-recovery) by individuals below Level 40.
Requires: Voice-Stealing Kiss
Cost: 800,000 Gold, 2 Weeks

Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Requires: Dark Layline Attunement
Cost: 200,000 Gold, 2 Weeks

Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Requires: Basic Dark Magic Attunement
Cost: 50,000 Gold, 2 Weeks

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

Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Requires: Cackle
Cost: 140,000 Gold, 2 Weeks

Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Expert Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Dark Magic Attunement, 100 other Warlock Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Familiar-Resurrecting Cackle- (Passive Ability, Warlock) Once per thread, when possessor uses a ‘Cackle’ action, possessor may choose to have a 1% chance of resurrecting one target of one of possessor’s Warlock Bonds.
Requires: Warlock, Improved Warlock’s Bond, Loud Cackling
Cost: 5,000,000 Gold, 2 Weeks

Familiar's Hex- (Passive Ability, Warlock) Possessor's 'Spellcaster's Familiar''s actions may gain '30% inflicts Hexed'
Requires: Witch's Familiar, Augment Curse, Deliver Hex By Touch
Cost: 300,000 Gold, 2 Weeks

Fly On a Broomstick- (Passive Ability, Warlock) Possessor may equip a single Antiquity, Staff, or Tool whose name includes 'Broom', 'Branch', 'Stick', 'Mop', or 'Rake' in an Accessory slot, with said equipped item gaining '+5% Dodge as a non-stacking bonus'
Requires: Apprentice Air Synchronization OR (Apprentice Artifice Attunement AND Apprentice Enchantment Attunement), Warlock
Cost: 3,000,000 Gold, 3 Weeks

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

Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Provoking Cackling, Taunt, Distracting Cackling, Level 20
Cost: 2,500,000 Gold, 3 Weeks

Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Requires: Voice-Stealing Kiss
Cost: 300,000 Gold, 3 Weeks

Horrid Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Horror as its 'Spellcaster's Familiar' in addition to other possible subtypes
Requires: Witch's Familiar, Horrid Pacts
Cost: 200,000 Gold, 2 Weeks

Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Improved Baleful Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Poison.
Requires: Basic Alchemy Attunement, Baleful Brewer
Cost: 180,000 Gold, 2 Weeks

Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Requires: Dark Layline Attunement II, Warlock
Cost: 300,000 Gold, 2 Weeks

Improved Diabolical Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Hexed.
Requires: Basic Alchemy Attunement, Concoctor of Diabolical Brew
Cost: 180,000 Gold, 2 Weeks

Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Requires: Life-Drain Proficiency, Apprentice Dark Magic Attunement
Cost: 2,500,000 Gold, 2 Weeks

Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Requires: Basic Alchemy Attunement, Concoctor of Slumbering Brew
Cost: 180,000 Gold, 2 Weeks

Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Requires: Land-Corrupting Presence
Cost: 200,000 Gold, 2 Weeks

Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Requires: Basic Dark Magic Attunement
Cost: 175,000 Gold, 2 Weeks

Infection-Germinating Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions may gain 15% inflicts Diseased and may deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Requires: Blister-Inflicting Touch
Cost: 90,000 Gold, 3 Weeks

Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Requires: Cackle
Cost: 70,000 Gold, 2 Weeks

Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Requires: Cackle
Cost: 70,000 Gold, 2 Weeks

Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Requires: Cackle
Cost: 50,000 Gold, 1 Week

Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Empowered by Darkness
Cost: 120,000 Gold, 2 Weeks

Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Requires: Cackle
Cost: 630,000 Gold, 2 Weeks

Minion-Inspiring Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may provide a non-stacking bonus of +40 to all stats to any of possessor’s pets or summons that they target.
Requires: Cackle
Cost: 120,000 Gold, 2 Weeks

Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
Requires: Curse-Bearing Breath
Cost: 300,000 Gold, 2 Weeks

Pacts of the Darkness- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Umbrals, Spirits, or Elementals obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Umbrals, Spirits, or Elements cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Pacts of the Underworld- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Daemons, Demons, or Devils obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Daemons, Demons, or Devils cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Requires: Loud Cackling
Cost: 290,000 Gold, 3 Weeks

Resolve-Shattering Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Depression.
Requires: Cackle
Cost: 80,000 Gold, 2 Weeks

Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Silken Witch’s Guise- (Passive Ability, Warlock) Possessor may choose to not inflict status effects or deal stat damage that come from possessor’s ‘Blister-Inflicting Touch’ ability.
Requires: Blister-Inflicting Touch
Cost: 40,000 Gold, 1 Weeks

Underworld Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Demon, Daemon, or Devil as its 'Spellcaster's Familiar' in addition to other possible subtypes
Requires: Witch's Familiar, Pacts of the Underworld
Cost: 200,000 Gold, 2 Weeks

Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Requires: Apprentice Dark Magic Attunement
Cost: 260,000 Gold, 3 Weeks

Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Requires: Apprentice Dark Magic Attunement
Cost: 160,000 Gold, 4 Weeks

Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Requires: Apprentice Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Witch's Familiar- (Passive Ability, Warlock) Possessor may choose an equipped Animal or Aerial pet at the start of a thread to designate as its 'Spellcaster's Familiar', An individual may only possess one designated 'Spellcaster's Familiar' at a time unless otherwise noted, Possessor's 'Spellcaster's Familiar' gains the subtype Familiar, Possessor's 'Spellcaster's Familiar' gains +300 to all stats, +5,000 MP, and 5% Dark Magic Resistance as a constantly-applied bonus from this ability, Possessor counts as possessing a 'Warlock's Bond' with any entity designated as its 'Spellcaster's Familiar', Possessor is dealt 500,000 Flat Darkness element Damage and has its Max HP halved as a non-stacking debuff if possessor's 'Spellcaster's Familiar' is killed
Requires: Warlock, Warlock’s Bond
Cost: 3,000,000 Gold, 3 Weeks

Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Reminder for next time: Blood?

Silent One Track A:
Basic Unseen Master Knowledge- (Passive Ability, Other: Unseen Master) Possessor's Invisible pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Knowledge of Invisibles
Cost: 60,000,000 Gold, 60 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


Silent One Track B:
Elemental Traits- (Passive Ability, Conjurer) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Requires: No Prerequisites
Cost: 2,000,000 Gold, 40 Weeks

Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks

Machine Traits- (Passive Ability, Mechanist) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Machine
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks


Draconics Track B:
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Requires: Basic Energy Synchronization
Cost: 40,000 Gold, 2 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, 2 Weeks

Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus
Requires: Basic Energy Synchronization, Basic Defenses against Energy, Basic Weaponization of Energy
Cost: 200,000 Gold, 2 Weeks

Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 75,000,000 Gold, 5 Weeks

Building Leaping- (Passive Ability, Other: Superhero) Possessor may perform 'Melee Attack' actions while in the back row and deals full Damage to individuals whose Level is below (Possessor Level, to a max of 60) in the back row
Requires: Basic Super Power Attunement, Level 20, 13 Base STR, 12 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Dodge through Calculating Bullet Trajectory- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level x 2, to a max of 120)% Dodge against 'Ranged Attack' actions from individuals below Possessor Level and (Possessor Level x 2, to a max of 120)% Dodge against attacks from individuals below Possessor Level who are in the back row
Requires: Superior Reflexes
Cost: 5,000,000 Gold, 2 Weeks

Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Requires: Basic Super Power Attunement, 15 Base SPI
Cost: 5,000,000 Gold, 2 Weeks

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

Project Energy Force Field- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Defense
Requires: Energy Projection, Defenses that Utilize Energy
Cost: 5,000,000 Gold, 2 Weeks

Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect
Requires: Project Energy Force Field
Cost: 5,000,000 Gold, 2 Weeks

Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Requires: Apprentice Super Power Attunement, 10 other Superhero abilities
Cost: 100,000,000 Gold, 5 Weeks

Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Requires: Basic Superpower Attunement, 15 Base MIN
Cost: 5,000,000 Gold, 2 Weeks

Superior Reflexes- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Dodge and (100 + Possessor Level, to a max of 160%) To Hit
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks

Super-Endurance- (Passive Ability, Other: Superhero) Possessor gains +(1,000 * Possessor Level, to a max of +60,000) HP
Requires: Basic Superpower Attunement, 15 Base CON
Cost: 5,000,000 Gold, 2 Weeks

Superior Resilience- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Resilience
Requires: Super-Endurance
Cost: 5,000,000 Gold, 2 Weeks

Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Requires: Basic Super Power Attunement
Cost: 50,000 Gold, 2 Weeks

Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Requires: Super Power Casting I
Cost: 100,000 Gold, 2 Weeks

Super Strength- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) STR
Requires: Basic Superpower Attunement, 15 Base STR
Cost: 5,000,000 Gold, 2 Weeks


New Time Table:
Draconics A: February 27, 2032
Draconics B: January 6, 2024
Nira A: October 25, 2024
Nira B: February 27, 2032
RM A: July 13, 2024
RM B:July 13, 2024
SO A: August 10, 2024
SO B: November 23, 2024
Zweirugi A: September 7, 2024
Zweirugi B: September 7, 2024
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY
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: Sun Oct 30, 2022 11:18 am
The Nottest of Daves wrote: Sat Aug 06, 2022 6:47 am 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
~CRUSHER~ [8]
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains +5% Critical.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks

Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Requires: Apprentice Hammer Training, 10 other Crusher abilities
Cost: 125,000 Gold, 4 Weeks

Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense
Requires: Basic Hammer Mastery
Cost: 120,000 Gold, 2 Weeks


~ETERNAL CHAMPION~ [4]
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


~KINETIC EMPEROR~ [4]
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks


~OCEAN PRINCE~ [4]
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, 4 Weeks


TO COMPLETE IN 20 WEEKS, ON 2023-03-19

Costing Dulcinea 920,000 Gold.
~PROTECTOR~ [24]
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Requires: Basic Light Armor Mastery, 3 other Protector abilities
Cost: 125,000 Gold, 2 Weeks

Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks

Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Requires: Light Armor Use I
Cost: 80,000 Gold, 2 Weeks

Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Requires: Basic Light Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Requires: Light Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Requires: Don Armor Quickly
Cost: 80,000 Gold, 2 Weeks

Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Requires: Apprentice Light Armor Mastery, 10 other Protector abilities
Cost: 125,000 Gold, 4 Weeks

Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Requires: Lightning Don, Remove Armor Quickly
Cost: 80,000 Gold, 2 Weeks

Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Requires: Basic Light Armor Mastery
Cost: 80,000 Gold, 2 Weeks


~SHADOW BLADE~ [7]
Reptile-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Reptile-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Knife Training
Cost: 300,000 Gold, 2 Weeks

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


TO COMPLETE IN 31 WEEKS ON 2023-10-25

Costing Ryuutarou 6,110,000 Gold
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Celas wrote: Thu Dec 22, 2022 5:13 pm
Celas wrote: Wed Aug 31, 2022 11:42 pm
Celas wrote: Mon Apr 19, 2021 11:22 pm Jonathan Durandal, Knight of the Atom! Starts training:

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

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costs: 80,000 Gold (El will pay) and will finish on June 14, 2021
Jonathan's sole training queue has been finished for well over a year. Disappointing.

He gains the 17 Thermonuclear Disciple Bonus Weeks from his Knightly Order since joining up.

He starts training in real-time:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Requires: Basic Hammer Training, 3 other Crusher abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Requires: Hammer Wielding I
Cost: 50,000 Gold, 2 Weeks

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Finishes on 2022-12-21, Costs 490,000 Gold, which El pays.
Finished.

New training:
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Requires: Basic Holy Magic Attunement
Cost: 150,000 Gold, 3 Weeks

Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Requires: Paladin's Grace
Cost: 70,000 Gold, 2 Weeks

Finishes 2023-02-09
I think.
Forgot to fix this. Quick patch:

Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Requires: Basic Holy Magic Attunement, 3 other Paladin abilities
Cost: 125,000 Gold, 2 Weeks

2023-04-13
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Thu Sep 01, 2022 1:58 am
Celas wrote: Sat Jun 19, 2021 5:19 pmsnip
Anathema's current training is done. For over a year. Sigh.

Anyway, she starts up

Track A:

Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Requires: Envoy of Fire
Cost: 11,000 Gold, 3 Weeks


Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Flame Beasts
Cost: 95,000 Gold, 3 Weeks

Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Requires: Envoy of Fire
Cost: 111,000 Gold, 2 Weeks

Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Requires: Aura of Fire
Cost: 250,000 Gold, 3 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Requires: Hand of Flame
Cost: 70,000 Gold, 2 Weeks

Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Requires: Hand of Dancing Fire
Cost: 80,000 Gold, 2 Weeks

Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Requires: Hand of Blazing Flame
Cost: 80,000 Gold, 2 Weeks

Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Requires: Toss Flame Globes, Flaming Pillar of Self, Caller of the Fire Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Requires: Purity of Fire
Cost: 225,000 Gold, 4 Weeks


30 Weeks

Track B:

Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Requires: Speak the Tongue of Flames
Cost: 11,000 Gold, 3 Weeks

Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Requires: Basic Spirit Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Requires: Basic Spirit Magic Attunement
Cost: 150,000 Gold, 2 Weeks

Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Requires: Guarded Purity
Cost: 150,000 Gold, 2 Weeks

Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Requires: Basic Spirit Magic Attunement, 3 other Shrine Maiden abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Requires: Apprentice Spirit Magic Attunement
Cost: 450,000 Gold, 3 Weeks

Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Requires: Apprentice Spirit Magic Training, 10 other Shrine Maiden abilities
Cost: 125,000 Gold, 4 Weeks

30 Weeks

Costs 3,453,000 Gold
Both tracks finish on 2023-03-29
Whoop, looks like Purity of Fire requires Apprentice Elementalist which wasn't in that queue. Instant fix:

Track A:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Requires: Basic Elemental Magic Attunement, 3 other Elementalist abilities
Cost: 125,000 Gold, 2 Weeks

Track B:
Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

2023-04-13
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Wed Aug 31, 2022 11:27 pm
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.
You know, I marked this updated on my spreadsheet the other day. Derp.

Anyway, that's finished!

Demos starts training:

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

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

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

Finishes 2023-05-17
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Fri Feb 03, 2023 6:30 pm
Celas wrote: Wed Aug 31, 2022 6:35 pm Niki Bailong!
Snip
Whoops, slipped a couple days, here.

Let's go with a bit of Dragoning for now.

Draconic Aging- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks
(Obtained on: 2023-02-17)

Dragon Claws- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Requires: Dragon Traits, Basic Unarmed Technique Attunement
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Breath- (Active Ability, Other: Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Roar- (Active Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Requires: Dragon Traits
Cost: 200,000 Gold, 2 Weeks

Dragon-Scale Hide- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Imperial Dragon- (Passive Ability, Other: Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Requires: Dragon Traits
Cost: 50,000,000 Gold, 2 Weeks

Tail Sweep- (Technique Ability, Other: Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks

Costs 59,200,000 Gold (which El pays), finishes on 2023-05-12
Niki's done training that. Let's get some BONK on.

Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks

Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Requires: Basic Staff Training
Cost: 140,000 Gold, 3 Weeks

Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Requires: Twin-Ended Staff Style, Spiral Staff Strike
Cost: 180,000 Gold, 3 Weeks

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

Costs 525,000 Gold, which El foots the bill for, and Finishes 2023-07-21
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Aeromage
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Re: Ability Shop

Post by Aeromage »

EVERYTHING IS TERRIBLE AND I BLAME EVERYONE, INCLUDING MYSELF

Right, looks like this thing needs updating if things are going to stand a chance of trundling back along. Individually-updated posts aside, it looks like this thing hasn't been updated since... Page 4. Oof.
For the sake of my own sanity, I'm going to ignore any posts that have been declared as updated, rather than checking them over.

Nobody edit anything before this post, or I will end you in the most comprehensive way possible.

-UPDATED-


IMPORTANT NOTES FOR GAD TO ADDRESS
*Truth Chosen- (Passive Ability Aspect- Truth Chosen Regalia, Chosen One) +130,000 Defense against Truth, 99% Truth Resistance, Possessor's damage-dealing attacks deal 50,000 additional damage to Moon element targets

is likely missing text, as shown with the other Chosen abilities:

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

*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

Or maybe it's just weird. It should come with Absorption, Element-gaining, Weeks-gaining and Base Stat increases if it's in the same vein as the others, though.


IMPORTANT NOTES FOR YOU GUYS TO ADDRESS

Draconics:
Where not stated, I've taken Gold off Draconics to purchase abilities where your other guys fell short.
Expert Flux Baron Knowledge hasn't been approved yet, leaving things in a weird state from here. If Gad weighs in and gives it the go-ahead, I'll deduct the gold cost and give it to SO, as he'd certainly have learned it by now.

Kit:
One of your characters earns 4 Thief bonus weeks, due to winning that one chat-game. Pick a guy!


IMPORTANT NOTES IN GENERAL
I've deducted the costs of Gold, Weeks and other resources already, to prevent the dreaded Overdrawn On Stuff issues should this go without updates for a period after this.

Also, please total up the Gold, Bonus Weeks, Spheres and other-resource expenditures in your posts. Please. It'll make updating things a lot faster in the future.
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Celas
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Re: Ability Shop

Post by Celas »

Celas wrote: Mon Apr 03, 2023 5:27 pm
Celas wrote: Wed Aug 31, 2022 11:27 pm
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.
You know, I marked this updated on my spreadsheet the other day. Derp.

Anyway, that's finished!

Demos starts training:

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

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

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

Finishes 2023-05-17
Be-done'd!

new training, real-time:

Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Requires: Basic Clothing Mastery
Cost: 20,000 Gold, 2 Weeks

Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Requires: Clothing Wearer I
Cost: 60,000 Gold, 2 Weeks


Cost 100,000 Gold, El picks up the tab, will finish on 2023-06-28
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Caelum needs to learn more things.
Between his Temporal Primarch and Time Mage abilities, combined with Temporal Wisdom, he counts as possessing 63 abilities in both. He decides to proceed down the path towards Expert.
Track A wrote: 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

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

Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Requires: Undo, Wearing the Cloth of Ages, Level 20
Cost: 8,000,000 Gold, 2 Weeks

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

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

Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Requires: Hammer of Langerous Years, Adept Time Synchronization
Cost: 26,000,000 Gold, 2 Weeks

Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Requires: Basic Defenses Against Time
Cost: 100,000 Gold, 2 Weeks

Undo Minor Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Requires: Undo
Cost: 12,000,000 Gold, 2 Weeks

Undo Moderate Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Requires: Undo Minor Status Effects, Level 40
Cost: 68,000,000 Gold, 2 Weeks

Undo- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Requires: Time Manipulation, Temporal Primarch
Cost: 60,000,000 Gold, 5 Weeks
Track B wrote: Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Requires: Aging Touch, Improved Weaponization of Time
Cost: 2,000,000 Gold, 2 Weeks

Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Requires: Basic Weaponization of Time
Cost: 1,000,000 Gold, 2 Weeks

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

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

Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
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

Detachable Secondary Timestream- (Passive Ability, Other: Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Requires: Asynchronous Timestream, Bank Actions, Reflect Time, Time Manipulation, Personal Time-Preservation
Cost: 90,000,000 Gold, 2 Weeks

Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Requires: Aging Blow, Improved Weaponization of Time, Level 40
Cost: 26,000,000 Gold, 2 Weeks

Rapidly Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Requires: Wind of Seconds, Fast Personal Time Progression, Self Age-Control, Time Body Form, Doublespeed Recovery (Moderate)
Cost: 30,000,000 Gold, 2 Weeks

Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Requires: Meditative Assumption of Time, Unaging
Cost: 200,000 Gold, 2 Weeks

Time Body Form- (Stance Ability, Other: Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Time, Temporal Primarch, Basic Time Resistance, Apprentice Understanding of the Heart of Time, Apprentice Defenses Against Time
Cost: 300,000 Gold, 3 Weeks

Visualise Nearby Timelines- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Requires: Visualiser of Wasted Seconds
Cost: 30,000,000 Gold, 2 Weeks

Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Requires: Clock Watcher
Cost: 3,000,000 Gold, 2 Weeks

Wearing the Cloth of Ages- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Requires: Personal Time-Preservation, Shielded by Personal History, Time Manipulation
Cost: 5,000,000 Gold, 2 Weeks
Total cost: 341,465,000 Gold (Cael pays)

Next up: Aim for Expert Time, Spatial

Both finish on the 22nd of December, 2023.
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