Cael decides it's time to capbreak, so he spends the 24 Bonus Weeks necessary to finish this lot, thus gaining Expert Void Synchronisation and Expert Air Synchronisation, along with Adept Earth, Fire, Metal, Water and Wood.
With that done, he moves on to the next leg of his learnings: Getting Experts in those *other* trees.
He needs 17 more Unbound Guru abilities to qualify for enough via the Cosmic Harmonization unifieds to grab Expert in all of them.
He begins on that. He also gets some more Santa-stuff on the side.
Before that, he insta-learns:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Requires: Basic Leadership Attunement, 3 other Commander abilities
Cost: 125,000 Gold, 2 Weeks
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 2 Weeks
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 3 Weeks
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Morale-Boosting Command
Cost: 50,000 Gold, 1 Weeks
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Requires: Leadership Casting I
Cost: 100,000 Gold, 2 Weeks
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Apprentice Leadership Attunement, Good at Keeping Allied Morale High
Cost: 70,000 Gold, 2 Weeks
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Requires: Basic Leadership Attunement
Cost: 40,000 Gold, 2 Weeks
Track A begins:
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Requires: Unbound Guru's Agility, Basic Acceleration Within Agility's Dominion
Cost: 1,000,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Requires: Basic Zonal Acclimation of Void
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Requires: Basic Zonal Acclimation of Void
Cost: 30,000 Gold, 0 Weeks (Using his spare Unbound Guru week)
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Requires: Unbound Guru's Constitution, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Requires: Unbound Guru's Mind, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Requires: Improved Weaponization of Void
Cost: 3,000,000 Gold, 2 Weeks
Sight Without Sight- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Blind while Void element
Requires:
Constitution Which Travels Through Void, Spirit Which Travels Through Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks
Sound Without Sound- (Passive Ability, Other: Unbound Guru) Possessor suffers no negative effects from the status effect Impaired: Deaf or Impaired: Mute while Void element
Requires:
Constitution Which Travels Through Void, Spirit Which Travels Through Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Requires: Unbound Guru's Spirit, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Requires: Unbound Guru's Strength, Basic Acceleration Within Void's Dominion
Cost: 1,000,000 Gold, 2 Weeks
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Requires: Basic Void Synchronization
Cost: 1,000,000 Gold, 2 Weeks
Understanding of Void as the Core of Esoteric Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Wood and Metal for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Wood and Metal for purposes of Elementalist abilities
Requires: Understanding of Void as the Core of Traditional Elements, Archsmith of Metal, Lord of Trees
Cost: 5,000,000 Gold, 2 Weeks
Track B begins:
Apprentice Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Santa Knowledge, 3 other Kringlemaster abilities
Cost: 1,250,000 Gold, 2 Weeks
Basic Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 20% Charm Resistance
Requires: Santa Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Defensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +50 Defense
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks
Defensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +250 Defense
Requires: Defensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks
Kringlemaster- (Passive Ability, Other: Kringlemaster) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Santa pet only, This ability provides +500 HP and +100 to all stats of possessor's Santa pets and summons per Level of possessor
Requires: Apprentice Santa Knowledge, 10 other Kringlemaster abilities
Cost: 1,250,000 Gold, 4 Weeks
Offensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 50 points
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks
Offensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks
Santa Calling I- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +20 to all stats
Requires: Santa Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Santa Calling II- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +200 HP
Requires: Santa Calling I
Cost: 40,000 Gold, 2 Weeks
Santa Calling III- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +500 MP
Requires: Santa Calling II
Cost: 40,000 Gold, 2 Weeks
Santa Calling IV- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +2,000 HP and +4,000 MP
Requires: Santa Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Santa Calling V- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons may not be unsummoned by sources below Level 5
Requires: Santa Calling IV, Santa Instruction II, Summoner, Kringlemaster
Cost: 200,000 Gold, 2 Weeks
Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 40% Charm Resistance
Requires: Basic Santa Loyalty Instruction, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks
Speed-Focused Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks
Similarly, Volatilis' Miniature Floating Island Magical Research Academy has been trundling along for quite some time. Each of its skillsets gains 72 Magic-Based-Class-Only Weeks.
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Requires: Apprentice Subspace Architect Knowledge, Architect
Cost: 5,000,000 Gold, 4 Weeks
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Requires: Apprentice Subspace Architect Knowledge, Summoner
Cost: 15,000,000 Gold, 4 Weeks
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Requires: Apprentice Subspace Architect Knowledge, 10 other Subspace Architect abilities
Cost: 12,500,000 Gold, 4 Weeks
She also logs completion of the following abilities from Track A
40 weeks have passed between the start of training (2022-09-10) and today (2023-06-17).
40/40 Weeks wrote:
~BINDER~ [11 weeks after prior expenditure of Binder Weeks]
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 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~ [12 Weeks]
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]
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 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 Weeks]
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
She also also logs completion of the following abilities from Track B
87 weeks have passed between the start of training (2021-10-15) and today (2023-06-17).
82/87 Weeks wrote:
~ELEMENTALIST~ [60 Weeks]
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks
Celestial Calling IV- (Passive Ability, Justicar) Possessor's Celestial summons gain +2,000 HP and +4,000 MP
Requires: Celestial Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Requires: Apprentice Justicar Knowledge, 10 other Justicar abilities
Cost: 125,000 Gold, 4 Weeks
~LIGHTBEARER~ [9 weeks after prior bonus week expenditure]
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks
Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Requires: Illuminated Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: ARCHSMITH OF METAL~ [2]
Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Metal
Cost: 50,000,000 Gold, 2 Weeks
~OTHER: LORD OF TREES~ [2]
Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Requires: Knowledge of Esoteric Elements, Elemental Esoterica: Wood
Cost: 50,000,000 Gold, 2 Weeks
30 Purity is used to make 5 Geomancer Books, and 15 Spheres are 1-to-1 converted via Volatilis' up-to-Expert Geomancer into 5 each of the Basic, Improved and Greater Geomancer spheres, which she uses.
She then approaches Lili to assist in fixing a glaring hole in her skillset- she has tragically little grounding in Clothier!
5 Essence Sphere: Botanist are flipped to Essence Sphere: Clothier through Lili's Clothier.
5 more are flipped from Botanist to Geomancer, and then 1-to-1 converted via Volatilis' Adept Geomancer to Improved Essence Spheres, which Lili then converts via Apprentice Clothier.
5 more are then flipped from Botanist to Geomancer, to Improved Geomancer, and then finally Greater Geomancer Spheres via Volatilis' Expert Geomancer, which Lili then converts via Classname in Clothier.
Rosaline uses all of them over the course of the following:
She gets:
Attack
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks
Clother
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency, 3 other Clothier abilities
Cost: 125,000 Gold, 2 Weeks
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Apprentice Clothier Proficiency, 10 other Clothier abilities
Cost: 125,000 Gold, 4 Weeks
Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Requires: Basic Clothier Proficiency
Cost: 300,000 Gold, 2 Weeks
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 70,000 Gold, 2 Weeks
Mask Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Mask possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Apprentice Clothier Proficiency, Trendy Dresser, Knowledge of Fashion
Cost: 300,000 Gold, 3 Weeks
Eternal Champion
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
Geomancer
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Geomancer, 50 other Geomancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Requires: Phantom Terrain Link Established: Battlefield
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Battlefield on a Random World
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Requires: Phantom Terrain Link Established: Beach
Cost: 50,000 Gold, 1 Week, 1 Square Mile of Beach on a Random World
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Requires: Phantom Terrain Link Established: Caverns
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Caverns on a Random World
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Requires: Phantom Terrain Link Established: Cliffside
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Cliffside on a Random World
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: 30,000 Gold, 1 Week, 1 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: 40,000 Gold, 1 Week, 1 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: 30,000 Gold, 1 Week, 1 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: 20,000 Gold, 1 Week, 1 Square Mile of Desert on a Random World
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Requires: Phantom Terrain Link Established: Graveyard
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Graveyard on a Random World
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Requires: Phantom Terrain Link Established: Junkyard
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Junkyard on a Random World
Attuned to Terrain: 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: 20,000 Gold, 1 Week, 1 Square Mile of Meadow 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: 60,000 Gold, 1 Week, 1 Square Mile of Mountains on a Random World
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Requires: Phantom Terrain Link Established: Ocean
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Ocean on a Random World
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: 20,000 Gold, 1 Week, 1 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: 20,000 Gold, 1 Week, 1 Square Mile of Open Sky 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: 20,000 Gold, 1 Week, 1 Square Mile of Space on a Random World
Attuned to Terrain: Sunny Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest
Requires: Phantom Terrain Link Established: Sunny Forest
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Sunny Forest on a Random World
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Requires: Attuned to Terrain: Battlefield
Cost: 180,000 Gold, 1 Week, 3 Square Mile of Battlefield on a Random World
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Requires: Basic Geomancy Attunement
Cost: 100,000 Gold, 1 Week, 5 Square Mile of Beach on a Random World
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Requires: Basic Geomancy Attunement
Cost: 80,000 Gold, 1 Week, 5 Square Mile of Cliffside on a Random World
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 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: 80,000 Gold, 1 Week, 5 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: 60,000 Gold, 1 Week, 5 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: 40,000 Gold, 1 Week, 5 Square Mile of Desert 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: 120,000 Gold, 1 Week, 5 Square Mile of Mountains on a Random World
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Ocean on a Random World
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: 40,000 Gold, 1 Week, 5 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: 40,000 Gold, 1 Week, 5 Square Mile of Open Sky on a Random World
Phantom Terrain Link Established: Road- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 1 Week, 5 Square Mile of Road on a Random World
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Requires: Zonal Link Established: Zone of Acid, Apprentice Geomancy Attunement, Caliph of Corrosion
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Hope- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Hope' ability may create a Zone of Hope even if other zones are present
Requires: Zonal Link Established: Zone of Hope, Apprentice Geomancy Attunement, Eternal Champion
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Radiant Hierophant
Cost: 300,000 Gold, 1 Week
Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Requires: Zonal Link Established: Zone of Water, Apprentice Geomancy Attunement, Ocean Prince
Cost: 300,000 Gold, 1 Week
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Acid Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Electrical Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Fire Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Hope Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Light Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Truth Synchronization
Cost: 100,000 Gold, 1 Week
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Water Synchronization
Cost: 100,000 Gold, 1 Week
Architect
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
Requires: Architect
Cost: 5 Weeks, 5,000,000 Gold
Carpenter- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All weapons equipped by possessor give possessor an additional +200 Melee Attack, Ranged Attack, and Magical Attack if they already provide said bonus
Requires: Architect
Cost: 200,000 Gold, 2 Weeks
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +5% To Hit.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Requires: No prerequisites
Cost: 30,000 Gold, 2 Weeks
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Requires: Basic Tool Training
Cost: 100,000 Gold, 2 Weeks
Total cost: 217,480,000 Gold (including property purchases), 64 Bonus Weeks, 5 Architect Weeks, 30 Spheres, 30 Purity (from Rosaline, because she apparently has some now)
She also gets:
Has Used 5 Attunement Book: Geomancer
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Cael, Caleum and Viren all purchase, using their bonus weeks:
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
Edit: This only takes 1 week for Viren, due to the Keybearer discount on abilities 5 or more PCs know.
Because Darston doesn't have it and I need it for the combo contest, the following gets done.
These are created and consumed: 5 Greater Essence Sphere: Wanderer, 5 Superior Essence Sphere: Wanderer (requries 10 essence spheres + Adept level ability on TSG, processed and reprocessed through Master tier abilities to keep the base ratio at 1:1)
Darston then learns:
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wanderer, 50 other Wanderer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Then, taking a cue from the caels and Viren, Darston, TSG, and Lili von Mion (assuming they aren't otherwise already occupied in the ability shop) start learning:
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
Total cost (Coming from TSG, including the below):
3,006,250,000
Total bonus week cost for Darston: 0
On a different note, Darston has an old legacy ability that has been feeding him weeks in a format that doesn't require periodic posting to stay current.
The Power of Walshandeth- (Passive Ability, Destiny Weaver) Possessor gains +(100 * X) to all unmodified stats, Possessor gains 1 Bonus Week per month, X is equal to the number of months possessor has possessed this ability, to a max of 200
As per asking gad in another chat, I'm requesting to cash in on that back to the most recent date he could have gotten weeks, which I've been told is June 2020. So that should be a net 26 bonus week gain for him, and I'd appreciate whichever mod handles this sticking the date tracker on his sheet and noting his weeks are current as of Jun 2023.
I realized after posting this that Darston doesn't need more pre-reqs to learn that Adept ability, so he'll start learning the following normally.
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Requires: Wanderer, Storyteller
Cost: 300,000 Gold, 2 Weeks
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Requires: Fatigue Resistance, Basic Leadership Attunement
Cost: 200,000 Gold, 2 Weeks
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Requires: Combat Teleportation
Cost: 500,000 Gold, 2 Weeks
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Requires: Short-Distance Item Teleporation, Fast Short-Distance Teleporation
Cost: 200,000 Gold, 2 Weeks
10 of Celas's Essence Sphere: Botanist get combod into 5 normal and 5 Improved Essence Sphere: Channeler.
THE MAESTRO eats these to instantly learn
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 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 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
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Costs 200,000 Gold, which El pays, and grants the Maestro the Awards
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Requires: No Prerequisites
Cost: 1,500,000 Gold, 25 Weeks
Dulcinea: Commander, Gunslinger, Scholar, Adept Geomancer
Celestine: Clothier, Counselor of Faerie, Diplomat, Gunner, Engineer, Thief
Ryuutarou: Chef
Lurky: Diviner
Enrica: Mind Lord
~CAPTAIN~ [14/15] {845,000 Gold}
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks
~CHEF~ [15/15] {625,000 Gold}
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Requires: Basic Chef Training
Cost: 60,000 Gold, 2 Weeks
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Requires: Basic Chef Training
Cost: 60,000 Gold, 2 Weeks
Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Requires: Apprentice Chef Training, Knowledge of Healthy Food Prepearation Techniques, Knowledge of Nutrition
Cost: 80,000 Gold, 3 Weeks
~CLOTHIER~ [15/15] {755,000 Gold}
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency, 3 other Clothier abilities
Cost: 125,000 Gold, 2 Weeks
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 70,000 Gold, 2 Weeks
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Apprentice Clothier Proficiency, Trendy Dresser, Knowledge of Fashion
Cost: 300,000 Gold, 3 Weeks
~COMBATANT~ [15/15] {630,000 Gold}
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
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks
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
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks
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
~COMMANDER~ [20/20] {595,000 Gold}
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Requires: Basic Leadership Attunement, 3 other Commander abilities
Cost: 125,000 Gold, 2 Weeks
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 2 Weeks
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 3 Weeks
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Morale-Boosting Command
Cost: 50,000 Gold, 1 Weeks
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Requires: Leadership Casting I
Cost: 100,000 Gold, 2 Weeks
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Requires: Basic Leadership Attunement
Cost: 40,000 Gold, 2 Weeks
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Apprentice Leadership Attunement, Good at Keeping Allied Morale High
Cost: 70,000 Gold, 2 Weeks
~COUNSELOR OF FAERIE~ [15/15] {505,000 Gold}
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Counselor of Faerie Knowledge, 3 other Counselor of Faerie abilities
Cost: 125,000 Gold, 2 Weeks
Assumption of the Essence of the Fae- (Passive Ability, Counselor of Faerie) Possessor may, at the beginning of a thread, choose to become the subtype Fae
Requires: Formshift: Fae, Apprentice Counselor of Faerie Knowledge
Cost: 70,000 Gold, 2 Weeks
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Form of Gnome- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 MIN and +100 SPI
Requires: Fae Traits
Cost: 100,000 Gold, 2 Weeks
Lawn Gnome- (Passive Ability, Counselor of Faerie) Possessor's Plant allies gain +20 to all stats if possessor is a Fae as a bonus that stacks 5 times, Possessor's Plant allies gain +20 to all stats if possessor is a Golem as a bonus that stacks 5 times
Requires: Form of Gnome
Cost: 40,000 Gold, 2 Weeks
~DIPLOMAT~ [15/15] {505,000 Gold}
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Requires: Basic Clothing Mastery, 3 other Diplomat abilities
Cost: 125,000 Gold, 2 Weeks
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
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 140,000 Gold, 3 Weeks
~DIVINER~ [20/20] {475,000 Gold}
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement, 3 other Diviner abilities
Cost: 125,000 Gold, 2 Weeks
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, with this increase not bypassing Level-based immunities
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, with this increase not bypassing Level-based immunities
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks
~ENGINEER~ [15/15] {1,095,000 Gold}
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Roboticist Knowledge
Cost: 300,000 Gold, 3 Weeks
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
~GENERAL~ [15/15] {765,000 Gold}
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks
Assumption of the Essence of the Human- (Passive Ability, General) Possessor may, at the beginning of a thread, choose to become the subtype Human
Requires: Formshift: Human, Apprentice General Knowledge
Cost: 70,000 Gold, 2 Weeks
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Requires: Human Traits
Cost: 100,000 Gold, 4 Weeks
Halfbreed Human- (Passive Ability, General) Possessor, if a Humanoid, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Humanoid, Possessor if a Humanoid and a Human, gains +100 to all stats
Requires: Formshift: Humanoid, Formshift: Human
Cost: 200,000 Gold, 2 Weeks
Half-Elf- (Passive Ability, General) Possessor, if a Fae, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Fae, Possessor if a Fae and a Human, gains +100 to all stats
Requires: Formshift: Fae, Formshift: Human
Cost: 200,000 Gold, 2 Weeks
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
~GUNNER~ [14/15] {560,000 Gold}
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
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 equipped
Requires: Apprentice Gun Training
Cost: 60,000 Gold, 2 Weeks
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Requires: Basic Gun Training
Cost: 200,000 Gold, 2 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
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Requires: Basic Gun Training
Cost: 75,000 Gold, 2 Weeks
~GUNSLINGER~ [20/20] {825,000 Gold}
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Requires: Basic Gunslinging Attunement, 3 other Gunslinger abilities
Cost: 125,000 Gold, 2 Weeks
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Requires: Apprentice Gunslinging Attunement
Cost: 70,000 Gold, 2 Weeks
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Requires: Gunslinging Casting II
Cost: 60,000 Gold, 3 Weeks
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Requires: Basic Gunslinging Attunement
Cost: 80,000 Gold, 2 Weeks
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Requires: Fast Draw, Gunslinging Casting I
Cost: 80,000 Gold, 2 Weeks
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 2 Weeks
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Requires: Basic Gunslinging Attunement
Cost: 240,000 Gold, 3 Weeks
~JEWELER~ [14/15] {1,805,000 Gold}
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Gemcutting Skills, Basic Appraisal Skills
Cost: 500,000 Gold, 2 Weeks
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Requires: Crystal-Maker
Cost: 500,000 Gold, 2 Weeks
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
~MIND LORD~ [14/15] {405,000 Gold}
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Requires: Basic Command of Psychic
Cost: 40,000 Gold, 2 Weeks
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks
~PROTECTOR~ [15/15] {445,000 Gold}
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
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
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor
Requires: Apprentice Light Armor Mastery
Cost: 80,000 Gold, 3 Weeks
~ROBOTICIST~ [10/15] {365,000 Gold}
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Roboticist Knowledge, 3 other Roboticist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot 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
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Requires: Basic Roboticist Knowledge
Cost: 60,000 Gold, 2 Weeks
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Requires: Robot Programming I
Cost: 100,000 Gold, 2 Weeks
Basic Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance
Requires: Robot Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
~SCHOLAR~ [15/15] {745,000 Gold}
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Basic Knowledge of Common Dimensional Traits
Cost: 50,000 Gold, 2 Weeks
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks
~THIEF~ [19/20] {665,000 Gold}
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Requires: Properly Trained in Backstabbing
Cost: 90,000 Gold, 2 Weeks
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Requires: Basic Thief Arts Attunement, 3 other Thief abilities
Cost: 125,000 Gold, 2 Weeks
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Requires: Sticky Fingers
Cost: 80,000 Gold, 2 Weeks
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Requires: Basic Thief Arts Attunement
Cost: 90,000 Gold, 3 Weeks
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
~WARLORD~ [15/15] {665,000 Gold}
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks
Assumption of the Essence of the Humanoid- (Passive Ability, Warlord) Possessor may, at the beginning of a thread, choose to become the subtype Humanoid
Requires: Formshift: Humanoid, Apprentice Warlord Knowledge
Cost: 70,000 Gold, 2 Weeks
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Requires: Humanoid Traits
Cost: 100,000 Gold, 2 Weeks
Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Requires: Form of Gnome
Cost: 200,000 Gold, 2 Weeks
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Has Consumed 5 Attunement Book: Commander
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Gunslinger
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Clothier
Has Consumed 5 Improved Essence Sphere: Clothier
Has Consumed 5 Greater Essence Sphere: Clothier
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Improved Essence Sphere: Counselor of Faerie
Has Consumed 5 Greater Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Improved Essence Sphere: General
Has Consumed 5 Greater Essence Sphere: General
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Improved Essence Sphere: Jeweler
Has Consumed 5 Greater Essence Sphere: Jeweler
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Roboticist
Has Consumed 5 Improved Essence Sphere: Roboticist
Has Consumed 5 Greater Essence Sphere: Roboticist
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: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Warlord
Has Consumed 5 Improved Essence Sphere: Warlord
Has Consumed 5 Greater Essence Sphere: Warlord
Dulcinea Pays:
13,275,000 Gold
285 Essence Spheres
150 Purity for Attunement Books for Commander, Diviner, Gunslinger, Mind Lord, and Thief.
Celestine needs some Blazing Sultan and Wind Duke!
Using Expert Wanderer off of Volatilis and Adept Geomancer, Blazing Sultan, and Wind Duke off of Dulcinea.
30 Essence Spheres + 45 Purity for Attunement Books
~BLAZING SULTAN~ [20/20]
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Requires: Basic Fire Synchronization, 3 other Blazing Sultan abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fire
Cost: 100,000 Gold, 2 Weeks
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Requires: Basic Command of Fire
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks
~WIND DUKE~ [20/20]
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Requires: Basic Air Synchronization, 3 other Wind Duke abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Air
Cost: 100,000 Gold, 2 Weeks
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Requires: Basic Command of Air
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Air
Cost: 500,000 Gold, 2 Weeks
Celestine Gains:
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Pathaky wrote: ↑Mon Jun 05, 2023 12:29 am
Nole posts some new abilities to chug through:
Track A:
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Spatial Mage, 50 other Spatial Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Reality Arranger, 50 other Reality Arranger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Wanderer, 50 other Wanderer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Total cost for Track A: 15,000,000 Gold and 30 weeks, to finish on: 1 January 2024.
Track B:
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Requires: Spatial Immunity
Cost: 500,000 Gold, 2 Weeks
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Requires: Basic Zonal Acclimation of Spatial
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Spatial Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Requires: Basic Spatial Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Requires: Basic Command of Spatial
Cost: 40,000 Gold, 2 Weeks
Apprentice Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Spatial
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +100 to all stats
Requires: Apprentice Command of Spatial, Basic Understanding of the Heart of Spatial
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Spatial element and no other technique is used. Said action becomes solely the element Spatial.
Requires: Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Invocation of Spatial' in conjunction with an 'Elemental Attack' action so long as possessor is Spatial element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Spatial
Cost: 200,000 Gold, 2 Week
Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial 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 Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks
Improved Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Spatial
Cost: 500,000 Gold, 2 Weeks
Improved Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial, Basic Understanding of the Heart of Spatial
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +250 to all stats
Requires: Improved Command of Spatial, Apprentice Understanding of the Heart of Spatial
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Spatial- (Passive Ability, Other: Reality Arranger) Possessor may use the Technique 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Spatial element.
Requires: Elemental Attack-Conversion: Spatial
Cost: 500,000 Gold, 2 Weeks
Predict the Flow of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5% Dodge against Spatial element individuals
Requires: Improved Defenses Against Spatial, Improved Understanding of the Heart of Spatial, Defenses that Utilize Spatial
Cost: 200,000 Gold, 2 Weeks
Project Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Spatial
Requires: Improved Weaponization of Spatial
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Spatial- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and performs an 'Elemental Attack' action that is solely Spatial element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Spatial
Cost: 500,000 Gold, 2 Weeks
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Requires: Zonal Spatial Control, Reality Arranger
Cost: 500,000 Gold, 2 Weeks
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Requires: Reality Arranger, Control of Spatial, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Requires: Defenses that Utilize Spatial, Basic Acceleration Within Spatial's Domain
Cost: 1,000,000 Gold, 2 Weeks
Stability Within Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains 25% minor negative status effect resistance while in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial, Defenses that Utilize Spatial
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Spatial element individual
Requires: Improved Understanding of the Heart of Spatial
Cost: 200,000 Gold, 2 Weeks
Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
Requires: Basic Understanding of the Heart of Spatial
Requires: 200,000 Gold, 2 Weeks
Using his remaining Reality Re-Arranger Bonus week to reduce to the total to: 16,755,000 Gold and 52 weeks, to finish on Sunday June 02, 2024.
Total gold cost for this post is 31,755,000 Gold, payable by Ave.
In the spirit of "use it or lose it", Nole will spend the Wanderer bonus week on his sheet, along with 78 bonus weeks to finish these tracks.
He then learns, spending 120 bonus weeks:
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial 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 Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Spatial Magic Attunement, 100 other Spatial Mage Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Spatial Synchronization, 100 other Reality Arranger Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Expert Gate Magic Attunement- (Passive Ability, Wanderer) Gate 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 Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Gate Magic Attunement, 100 other Wanderer Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
This costs 197 total bonus weeks, 1 Wanderer week, and 300,000,000 Gold.
kit uses:
Treatise of Exquisite Pain- (Permanent Consumable, Grimoire, Darkness & Agony & Knowledge, 1 Charge, 300,000,000 Gold) User gains 25 Torment Master Bonus Weeks, 25 Dragoon Bonus Weeks, 25 Guardian Bonus Weeks, 25 Deathless One Bonus Weeks, and 1 Base CON
Radioactive-Rhino-DNA Injector- (Permanent Consumable, Empowered Item, Atomic & Blood & Beast, 1 Charge, 85,000,000 Gold) Target willing player gains the ability 'Super Rhino Mode'
Mask of the Sly Smile- (Permanent Consumable, Empowered Item, Light & Earth, 5,000,000 Gold) Target willing player gains the ability 'Mask of the Sly Smile (2)'
Mask of the Sly Smile (2)- (Passive Ability, Metamorph) Once per thread when possessor obtains a minor negative status effect possessor may instead choose to obtain a chosen minor positive status effect
Super Rhino Mode- (Stance Ability, Other: Superhero) Possessor gains the subtypes Animal & Humanoid & Shapeshifter. Possessor gains +3 Base STR and +2 Base CON. Possessor's chances of inflicting Fatigued: Stun are increased by 30%. Possessor gains 30% Atomic Resistance and Poison: Irradiated Immunity. Possessor counts as possessing oneadditional Flux Baron ability for prerequisite purposes.
Expensive Contract Enlisting the Help of Disc 94 In an Extensive Self-Promotion Ad-Campaign- (Permanent Consumable, Grimoire, Glitz & Sonic & Technology & Commerce, 1 Charge, 220,000,000 Gold) Gives user, if user does not possess the award 'Enlisted the Help of Disc 94 In an Extensive (and Expensive) Self-Promotion Ad-Campaign', the award 'Enlisted the Help of Disc 94 In an Extensive (and Expensive) Self-Promotion Ad-Campaign', 20 Megacelebrity Bonus Weeks, and 5 Fame
Vessel of the Iron Dream- (Permanent Consumable, Vessel of Power, War & Time, 25,000,000 Gold) Target player gains an ability from this item's Ability Shop at the listed cost provided said individual meets the prerequisites for obtaining said ability or gives target pet or summon gains the constant effect 'First Fortification of the Iron Vastness', or gives target pet or summon that has the Constant Effect 'First Fortification of the Iron Vastness' the Constant Effect 'Second Fortification of the Iron Vastness'; This item may be used once per month and does not disappear when used. Abilities may not be obtained from this item's ability shop in any manner other than this item's once-per-month use. Requires 2,500,000 XP to gain expanded powers
Kit learns: First Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Chronicler of Eternity) Possessor gains 5% Time Resistance
Requires: Further Augmented Resistance of the Iron Vastness, First Thought of the Iron Dream, Level 15
Cost: 0 Gold, 0 Weeks
5 Essence Sphere: Channeler- (Permanent Consumable, Essence Sphere, Magic & Physical & Psychic, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Channeler abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Channeler’, May not be used by a user who already has X equaling 5 or greater for such an award
5 Improved Essence Sphere: Channeler- (Permanent Consumable, Essence Sphere, Magic & Physical & Psychic, 1 Charge, 5,000,000 Gold) Gives user 1 bonus week that may only be used on Channeler abilities, Gives user the award ‘Has Consumed X (where X = X+1) Improved Essence Sphere: Channeler’, May not be used by a user who already has X equaling 5 or greater for such an award
5 Improve Essence Sphere: Channeler- (Permanent Consumable, Essence Sphere, Magic & Physical & Psychic, 1 Charge, 5,000,000 Gold) Gives user 1 bonus week that may only be used on Channeler abilities, Gives user the award ‘Has Consumed X (where X = X+1) Improved Essence Sphere: Channeler’, May not be used by a user who already has X equaling 5 or greater for such an award
she buys:
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
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 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 Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Requires: Basic Transfer Mastery
Cost: 100,000 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 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
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
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Requires: Channeling Casting I
Cost: 100,000 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
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Week
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Requires: Channeling Casting II, Apprentice Channeling Attunement
Cost: 60,000 Gold, 2 Weeks
using up
15 channeler only bonus weeks and 22 regular bonus weeks.
costing:
1,550,000 Gold
Tolva decides he's been sleeping on his combat skills, and needs to up his game before he starts adventuring more.
Tolva has Volatilis throw a few Spheres through its Geomancer classname-tiers to get Basic, Improved and Greater variants on a 1-to-1 scale.
Tolva then works with Nira to make 5 of each Combatant Sphere, with Nole to make 5 of each Protector Sphere, and with the Doctor to make 5 of each Ninja and Enlightened Sensei Sphere.
He picks up the following with Bonus Weeks:
Attack
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Requires: No prerequisites
Cost: 200,000,000 Gold, 10 Weeks
Combatant
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
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
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks
Critical Punch- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Requires: Apprentice Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks
Dicing Punch- (Technique Ability, Combatant) Possessor may use 'Dicing 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 +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Punch, Apprentice Fist Weapon Training, Apprentice Physical Synchronization
Cost: 300,000 Gold, 2 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
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
Human-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Human-Hunting 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 +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Fist Weapon Training
Cost: 300,000 Gold, 2 Weeks
Impact Punch- (Technique Ability, Combatant) Possessor may use 'Impact Fist' 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 Physical element.
Requires: Basic Fist Weapon Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks
Elementalist
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
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
Friendship
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
Kinetic Emperor
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
Monk
Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Debilitation-Burning Essence Conflagration, Final Pyrestrike, Inferno-Soul Essence Conversion, Ki-Igniting Strike, Pattern-Holocaust Strike
Cost: 100,000,000 Gold, 2 Weeks
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Requires: Absolute Inferno-Soul Style
Cost: 50,000,000 Gold, 2 Weeks
Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Requires: Ninja, Wizard, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Arcana-Ripper, Arcane Assassin, Mage-Devouring Strike, Rush from Within the Pattern, Spelltalon Strike
Cost: 25,000,000 Gold, 2 Weeks
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Requires: Arcane Talon Style
Cost: 12,000,000 Gold, 2 Weeks
Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Requires: Enlightened Sensei, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Automatic Ki-Dodge, Awakened Aura-Waves, Ki-Warp Fist-Barrage, Supercharge Ki, Unyielding Awakened Soul
Cost: 100,000,000 Gold, 2 Weeks
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Requires: Awakened Battle-Aura Style
Cost: 50,000,000 Gold, 2 Weeks
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Inferno Explosion Strike, Flame-Limned War Arts, Flame Wheel Kick, Flame-Stoking Jab Flurry, Exhale Shield of Blistering Flames
Cost: 1,000,000 Gold, 2 Weeks
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Requires: Elementalist, Pyromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks
Ninja
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Requires: Basic Ninjutsu Attunement, 3 other Ninja abilities
Cost: 125,000 Gold, 2 Weeks
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Requires: Basic Ninjutsu Attunement
Cost: 20,000 Gold, 2 Weeks
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Requires: Apprentice Ninjustsu Attunement
Cost: 130,000 Gold, 2 Weeks
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Requires: Apprentice Ninjutsu Attunement
Cost: 80,000 Gold, 2 Weeks
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu 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 Ninjutsu Attunement, 10 other Ninja abilities
Cost: 125,000 Gold, 4 Weeks
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Requires: Blurred While Running
Cost: 120,000 Gold, 2 Weeks
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Requires: Ninjutsu Casting I
Cost: 100,000 Gold, 2 Weeks
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Requires: Basic Ninjustsu Attunement
Cost: 60,000 Gold, 2 Weeks
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Requires: Apprentice Ninjutsu Attunement
Cost: 90,000 Gold, 2 Weeks
Protector
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
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Requires: Spry While Armored, Gymnast
Cost: 300,000 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
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
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Requires: Armored Movement
Cost: 120,000 Gold, 2 Weeks
Enlightened Sensei
Apprentice Ki Synchronization- (Passive Ability, Enlightened Sensei) Possessor gains +50 to all stats for each Ki element item equipped, Possessor's Ki element pets and summons gain +250 to all stats
Requires: Basic Ki Synchronization, 3 other Enlightened Sensei abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Ki
Cost: 100,000 Gold, 2 Weeks
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Requires: Knowledge of Esoteric Elements, Monk, Warrior, Combatant, Kinetic Emperor, Protector
Cost: 50,000,000 Gold, 30 Weeks
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Requires: Basic Ki Synchronization
Cost: 40,000 Gold, 2 Weeks
Control of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor has a 20% chance of being able to cancel the actions of Ki element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ki Manipulation
Cost: 500,000 Gold, 2 Weeks
Detect Ki- (Passive Ability, Enlightened Sensei) Possessor gains +1% To Hit against Ki element targets
Requires: Apprentice Divining Attunement, Basic Ki Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Ki- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Elemental Attack-Conversion: Ki' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ki element and no other technique is used. Said action becomes solely the element Ki.
Requires: Improved Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ki Synchronization, 10 other Enlightened Sensei abilities
Cost: 125,000 Gold, 4 Weeks
Improved Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Ki
Cost: 500,000 Gold, 2 Weeks
Ki Manipulation- (Passive Ability, Other: Enlightened Sensei) Possessor may choose one of the following at the beginning of each round if Ki element: Create a Zone of Ki, Remove a Zone of Ki created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ki by either possessor or a source below Level 20, Add Ki 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 Ki element on a Ki element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ki, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ki, 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 Ki element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ki to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ki, 5% Ki Resistance, or +50 Defense against Ki and 1% Ki Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ki Synchronization, 5 other Enlightened Sensei abilities
Cost: 400,000 Gold, 3 Weeks
Nonsynchronous Elemental Attack-Conversion: Ki- (Passive Ability, Other: Enlightened Sensei) Possessor may use the Technique 'Elemental Attack-Conversion: Ki' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ki element.
Requires: Elemental Attack-Conversion: Ki
Cost: 500,000 Gold, 2 Weeks
Cost: 1,097,876,000 Gold, 60 Spheres, 142 Bonus Weeks
Tolva pays the Gold. He actually has enough, this time.
Tolva also gets:
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Enlightened Sensei
Has Consumed 5 Improved Essence Sphere: Enlightened Sensei
Has Consumed 5 Greater Essence Sphere: Enlightened Sensei
Has Consumed 5 Essence Sphere: Ninja
Has Consumed 5 Improved Essence Sphere: Ninja
Has Consumed 5 Greater Essence Sphere: Ninja
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Celas training! Finishing up some previously partially-trained classes.
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Requires: Basic Earth Synchronization, 3 other Mountain King abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Requires: Basic Zonal Acclimation of Earth
Cost: 100,000 Gold, 2 Weeks
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Requires: Basic Command of Earth
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Earth Synchronization, 10 other Mountain King abilities
Cost: 125,000 Gold, 4 Weeks
490,000 Gold
16 Weeks
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 Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 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 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
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
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Requires: Channeling Casting I
Cost: 100,000 Gold, 2 Weeks
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Linkup Mastery, Apprentice Channeler Attunement
Cost: 150,000 Gold, 2 Weeks
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Subspace Architect Knowledge, 3 other Subspace Architect abilities
Cost: 12,500,000 Gold, 2 Weeks
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Requires: Knowledge of Space-Folding
Cost: 1,000,000 Gold, 2 Weeks
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Requires: Basic Spatial Feng Shui Control, Basic Understanding of Entity Mana Patterns, Basic Understanding of Item Mana Patterns
Cost: 100,000 Gold, 1 Week
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Requires: Basic Spawn Table Design, Geomancer, Summoner, Basic Ambient Mana Rerouting
Cost: 15,000,000 Gold, 2 Weeks
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Requires: Knowledge of Space-Folding, Diviner
Cost: 1,000,000 Gold, 2 Weeks
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Requires: Apprentice Subspace Architect Knowledge, 10 other Subspace Architect abilities
Cost: 12,500,000 Gold, 4 Weeks
45,140,000 Gold
17 Weeks
So! In order to do these, 105 Essence Sphere: Botanist are turned into the following Bonus Weeks: 75 to 15 Subspace Architect, 15 and 15 for Channeler and Mountain King. In addition, 60 more of Dulcinea's Purity are used to produce 5 Channeler and 5 Mountain King Attunement Books, bouncing off Dulcinea, Vrishni, and Crazy Roy as needed to get the classes.
Celas eats all these right away. This lets him blitz out the previous training queues with a mere 4 Generic Bonus Weeks spent, leaving him 9, and a surplus of 4 remaining Mountain King abilities
This post costs 46,570,000 Gold, which Celas pays himself.
He also gains the awards:
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has used 5 Attunement Book: Mountain King
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has used 5 Attunement Book: Channeler
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
* THOU SHALT CHALLENGE EVERY HIPPOPOTAMOUS, ELEPHANT, AND/OR RHINOCEROS THOU MEETEST TO A GRILL-OFF RATHER THAN A BATTLE, BATTLING ONLY UPON REFUSAL, WITH VICTORY IN GRILLING DEMANDING ABJECT SUBMISSION
Until Kit breaks this commandment in an RP thread (battle threads do not count), Kit gains +1 Base STR and may, up to once per year, claim 30 Chef bonus weeks in the Shop
her 30 chef weeks! time to learn to GRILL!
Oh god everyone bought everything, why did I bring this upon myself by updating
The Ability Shop is now -UPDATED- CONGRATULES
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 STILL 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
Rukathal had the Kasa-Obake in his Manifestation List, despite not having finished manifesting it. It's been removed until he finishes the manifestation-time-training.
Nira's inadvertent stealing of the RM's Chaos has been fixed.
Kit was auto-learning Channeling Casting I and II. She already had these. The gold and weeks were not spent on them as a result.
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.
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks
Basic Saucemaking- (Passive Ability, Chef) Once per round, possessor may apply a buff that stacks 10 times to a target that possessor uses a Food consumable on, with said buff disappearing and generating a different buff that stacks 10 times that provides +10 to all stats when a Food consumable is next used on said target
Requires: Basic Chef Proficiency
Cost: 60,000 Gold, 2 Weeks
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Requires: Apprentice Chef Training, Butchering Strike
Cost: 190,000 Gold, 2 Weeks
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Requires: Basic Chef Training
Cost: 50,000 Gold, 3 Weeks
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Requires: Apprentice Chef Proficiency, 10 other Chef abilities
Cost: 125,000 Gold, 4 Weeks
Cook Fish- (Technique Ability, Chef) Possessor may use Cook Fish in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Aquatics that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks
Cook Insect- (Technique Ability, Chef) Possessor may use Cook Insect in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Insects that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks
Cook Animal- (Technique Ability, Chef) Possessor may use Cook Animal in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Animals that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks
Cook Bird- (Technique Ability, Chef) Possessor may use Cook Bird in conjunction with a Magical Attack, Melee Attack, Ranged Attack, or Overdrive action, so long as no other technique is used and it is being used against targets who are Aerials that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Requires: Butcher
Cost: 100,000 Gold, 2 Weeks
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Requires: Apprentice Chef Proficiency
Cost: 200,000 Gold, 2 Weeks
Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Barbequer's Apprentice
Cost: 100,000 Gold, 2 Weeks
using up 33 chef bonus weeks,
costing: 1,480,000 gold