Ability Shop

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The Nottest of Daves
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Re: Ability Shop

Post by The Nottest of Daves »

Dulcinea spends 8 bonus weeks and 6,165,000 Gold learning

Radiation-Eater- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
Requires: Absorb Atomic, Thermonuclear Disciple, Radiation-Proof
Cost: 6,000,000 Gold, 2 Weeks


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

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


This post only has been ~UPDATED~
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Since it has been brought up to me now multiple times by multiple people and seems to be something that people are directly hanging, waiting on, I'm proceeding with a ruling on an item I was waffling back and forth about.

These templated abilities:
Absorb Divine- (Passive Ability, Other: Deus Omnium) Possessor Absorbs Divine against sources below Level 20 if Level 20 or greater
Requires: Divine Immunity
Cost: 50,000,000 Gold, 4 Weeks

Adept Divine Synchronization- (Passive Ability, Other: Deus Omnium) Amounts of Divine element Damage possessor deals are increased by 100,000 points, Divine element spells cost possessor 100,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Deus Omnium, 50 other Deus Omnium Abilities, Level 20
Cost: 500,000,000 Gold, 20 Weeks

Apprentice Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 10,000 points
Requires: Basic Affinity to Healing Via Divine
Cost: 20,000,000 Gold, 4 Weeks

Apprentice Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +2,500 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Divine
Cost: 12,500,000 Gold, 4 Weeks

Apprentice Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 Defense against Divine
Requires: Basic Defenses Against Divine
Cost: 10,000,000 Gold, 4 Weeks

Apprentice Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +1,000 to all stats
Requires: Apprentice Command of Divine, Basic Understanding of the Heart of Divine
Cost: 10,000,000 Gold, 4 Weeks

Apprentice Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 5% Divine Resistance
Requires: Basic Divine Resistance
Cost: 20,000,000 Gold, 4 Weeks

Apprentice Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 5,000 points
Requires: Basic Weaponization of Divine
Cost: 10,000,000 Gold, 4 Weeks

Apprentice Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 to all stats while in a Zone of Divine
Requires: Basic Zonal Acclimation of Divine
Cost: 10,000,000 Gold, 4 Weeks

Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine
Requires: Basic Zonal Acclimation of Divine
Cost: 3,000,000 Gold, 2 Week

Basic Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Basic Divine Synchronization
Cost: 2,000,000 Gold, 4 Weeks

Basic Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +500 to all stats
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +500 Defense against Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +100 to all stats
Requires: Basic Command of Divine
Cost: 4,000,000 Gold, 4 Weeks

Basic Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 1% Divine Resistance
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 500 points
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats while in a Zone of Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Call Forth the Living Divine- (Active Ability, Other: Deus Omnium) Possessor may spend an action to summon 5 Elementals that are Divine element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Divine, Emanate Divine
Cost: 30,000,000 Gold, 4 Weeks

Control of Divine- (Passive Ability, Other: Deus Omnium) Possessor has a 20% chance of being able to cancel the actions of Divine element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Divine Manipulation
Cost: 50,000,000 Gold, 4 Weeks

Defenses that Utilize Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 Defense if possessor has any Divine-element items equipped that provide a Defense bonus
Requires: Basic Divine Synchronization, Basic Defenses against Divine, Basic Weaponization of Divine
Cost: 20,000,000 Gold, 4 Weeks

Detect Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +2% To Hit against Divine element targets
Requires: Apprentice Divining Attunement, Basic Divine Synchronization
Cost: 10,000,000 Gold, 4 Weeks

Divine Battle-Aura- (Stance Ability, Other: Deus Omnium) Possessor deals 100,000 Flat Divine element Damage to each opponent at the start of each round
Requires: Emanate Divine, Improved Weaponization of Divine
Cost: 20,000,000 Gold, 6 Weeks

Divine Body Form- (Stance Ability, Other: Deus Omnium) Possessor gains +2,000 Defense against Divine, Possessor gains 15% Divine Resistance, Possessor may deal 50,000 Flat Divine element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Divine, Deus Omnium, Basic Divine Resistance, Apprentice Understanding of the Heart of Divine, Apprentice Defenses Against Divine
Cost: 30,000,000 Gold, 6 Weeks

Divine Immunity- (Passive Ability, Other: Deus Omnium) Possessor gains Divine Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Divine Resistance, Deus Omnium, Level 20
Cost: 50,000,000 Gold, 4 Weeks

Divine Manipulation- (Passive Ability, Other: Deus Omnium) Possessor may choose one of the following at the beginning of each round if Divine element: Create a Zone of Divine, Remove a Zone of Divine created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Divine by either possessor or a source below Level 20, Add Divine to the elements of possessor's first action of the round, place a non-stacking buff that provides +500 to all of its possessor's stats if its possessor is Divine element on a Divine element target, place a non-stacking buff on an individual that gives that individual +500 to all stats while in a Zone of Divine, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Divine, Gain +500 to any one stat as a non-stacking buff until the end of the round, gain +500 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +500 Defense or +500 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Divine element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Divine to the elements of the next action conducted by a willing ally, or give a chosen individual +5,000 Defense against Divine, 5% Divine Resistance, or +500 Defense against Divine and 1% Divine Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Divine Synchronization, 5 other Deus Omnium abilities
Cost: 40,000,000 Gold, 6 Weeks

Elemental Attack-Conversion: Divine- (Technique Ability, Other: Deus Omnium) Possessor may use 'Elemental Attack-Conversion: Divine' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Divine element and no other technique is used. Said action becomes solely the element Divine.
Requires: Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks

Elemental Invocation of Divine- (Technique Ability, Other: Deus Omnium) Possessor may use 'Elemental Invocation of Divine' in conjunction with an 'Elemental Attack' action so long as possessor is Divine element and no other technique is used. Said action gains +5,000 Melee Attack, +5,000 Magical Attack, or +5,000 Ranged Attack.
Requires: Improved Weaponization of Divine
Cost: 20,000,000 Gold, 4 Week

Emanate Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor absorbs Damage that is Divine element Damage, Possessor may choose to deal 100,000 Flat Divine element Damage to up to 10 targets
Requires: Absorb Divine, Divine Manipulation
Cost: 10,000,000 Gold, 4 Weeks

Empowered By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine 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 Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks

Expert Divine Synchronization- (Passive Ability, Other: Deus Omnium) Divine element Damage dealt to possessor (not including healing) is halved, Divine 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 Divine element accessories, and may not be converted into other types of slot by individuals below Level 100
Requires: Adept Divine Synchronization, 100 other Deus Omnium Abilities, Level 40
Cost: 10,000,000,000 Gold, 80 Weeks

Greater Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250,000 points
Requires: Improved Weaponization of Divine, Deus Omnium
Cost: 500,000,000 Gold, 4 Weeks

Improved Affinity to Healing Via Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor obtains Divine element HP Healing or MP Healing, said amount is increased by 50,000 points
Requires: Apprentice Affinity to Healing Via Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Command of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element pets and summons gain +10,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Divine, Basic Understanding of the Heart of Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +50,000 Defense against Divine
Requires: Apprentice Defenses Against Divine, Basic Divine Resistance
Cost: 50,000,000 Gold, 4 Weeks

Improved Defenses that Utilize Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +20,000 Defense if possessor has any Divine-element items equipped that provide a Defense bonus
Requires: Apprentice Divine Synchronization, Improved Defenses against Divine, Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Understanding of the Heart of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Divine element allies gain +2,500 to all stats
Requires: Improved Command of Divine, Apprentice Understanding of the Heart of Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Divine Elemental Emanation- (Passive Ability, Other: Deus Omnium) Possessor's 'Call Forth the Living Divine' ability may summon entities up to Level 20
Requires: Call Forth the Living Divine
Cost: 20,000,000 Gold, 4 Weeks

Improved Divine Resistance- (Passive Ability, Other: Deus Omnium) Possessor gains 10% Divine Resistance
Requires: Apprentice Divine Resistance, Basic Defenses against Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 50,000 points
Requires: Apprentice Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +10,000 to all stats while in a Zone of Divine
Requires: Apprentice Zonal Acclimation of Divine
Cost: 50,000,000 Gold, 4 Weeks

Improved Zonal Divine Empowerment- (Passive Ability, Other: Deus Omnium) Possessor gains +5,000 to all stats while in a Zone of Divine, Possessor gains +5,000 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Divine
Requires: Empowered by Divine, Nourished by Divine, Improved Zonal Acclimation of Divine
Cost: 100,000,000 Gold, 4 Weeks

Infinite Assumption of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains the element Divine while in Deus Omnium stances
Requires: Meditative Assumption of Divine, Adept Divine Synchronization
Cost: 500,000,000 Gold, 4 Weeks

Meditative Assumption of Divine- (Passive Ability, Other: Deus Omnium) Possessor may choose, at the beginning of a thread, to become solely Divine element
Requires: Basic Divine Synchronization
Cost: 100,000,000 Gold, 20 Weeks

Nonsynchronous Elemental Attack-Conversion: Divine- (Passive Ability, Other: Deus Omnium) Possessor may use the Technique 'Elemental Attack-Conversion: Divine' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Divine element.
Requires: Elemental Attack-Conversion: Divine
Cost: 50,000,000 Gold, 4 Weeks

Nourish Divine- (Passive Ability, Other: Deus Omnium) Whenever possessor deals HP or MP healing to an Divine element individual, possessor deals 3,000 additional points
Requires: Apprentice Affinity to Healing Via Divine, Nourished by Divine
Cost: 20,000,000 Gold, 4 Weeks

Nourished By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks

Nullify Divine- (Passive Ability, Other: Deus Omnium) Possessor may remove the element Divine from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Divine-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Divine-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Divine from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Divine Synchronization
Cost: 1,000,000,000 Gold, 4 Weeks

Partial Channeling of the Wrath of Divine- (Passive Ability, Other: Deus Omnium) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 10% inflicts <MODERATE(?) STATUS EFFECT>
Requires: Basic Divine Resistance, Basic Weaponization of Divine
Cost: 4,000,000 Gold, 4 Weeks

Partially Unfettered by the Bonds of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains 10% <MODERATE(?) STATUS EFFECT> Resistance
Requires: Basic Divine Resistance
Cost: 4,000,000 Gold, 4 Weeks

Predict the Flow of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +10% Dodge against Divine element individuals
Requires: Improved Defenses Against Divine, Improved Understanding of the Heart of Divine, Apprentice Defenses that Utilize Divine
Cost: 20,000,000 Gold, 4 Weeks

Project Divine- (Passive Ability, Other: Deus Omnium) Possessor may choose for possessor's 'Ranged Attack' actions to gain +3,000 Ranged Attack and the element Divine
Requires: Improved Weaponization of Divine
Cost: 300,000,000 Gold, 4 Weeks

Prosperous Venting of Excess Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element and performs an 'Elemental Attack' action that is solely Divine element, said action deals 50,000 additional Damage, and, at the end of said action, possessor regenerates 50,000 HP.
Requires: Improved Weaponization of Divine
Cost: 50,000,000 Gold, 4 Weeks

Reconsume Divine Elemental Spawn- (Passive Ability, Other: Deus Omnium) Possessor may, at the start of any round, unsummon one of possessor's Divine element Elemental summons to regenerate (10,000 * said Elemental's Level, to a Max of 990,000) HP
Requires: Improved Divine Elemental Emanation, Improved Affinity to Healing Via Divine
Cost: 20,000,000 Gold, 4 Weeks

Reflect Divine- (Passive Ability, Other: Deus Omnium) Possessor Reflects Divine against sources below Level 20 if Level 20 or greater
Requires: Divine Immunity
Cost: 50,000,000 Gold, 4 Weeks

Relentless Tempest of Divine- (Passive Ability, Other: Deus Omnium) If possessor's last action was solely Divine element either due to this ability or the technique 'Elemental Attack-Conversion: Divine', possessor may make any of possessor's offensive actions solely Divine element.
Requires: Nonsynchronous Elemental Attack-Conversion: Divine, Adept Divine Synchronization
Cost: 600,000,000 Gold, 4 Weeks

Soothing Divine Emanation- (Passive Ability, Other: Deus Omnium) Whenever possessor absorbs Damage that is Divine element Damage, Possessor may choose to deal 100,000 Flat Divine element HP Healing to up to 10 targets that are Divine element
Requires: Emanate Divine, Nourish Divine
Cost: 30,000,000 Gold, 2 Week

Stability Within Divine- (Passive Ability, Other: Deus Omnium) Possessor gains 25% minor negative status effect resistance while in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine, Defenses that Utilize Divine
Requires: 50,000,000 Gold, 4 Weeks

Understanding of the Bonds of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +2,000 to all stats if possessor's stats are linked to the stats of a Divine element individual
Requires: Improved Understanding of the Heart of Divine
Cost: 20,000,000 Gold, 4 Weeks

Uplifted By Divine- (Passive Ability, Other: Deus Omnium) If possessor is Divine element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Divine
Requires: Basic Understanding of the Heart of Divine
Requires: 20,000,000 Gold, 4 Weeks

Zonal Divine Control- (Passive Ability, Other: Deus Omnium) Possessor may, at the start of each round, choose one Zone of Divine that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Divine, Improved Zonal Acclimation of Divine
Cost: 100,000,000 Gold, 4 Weeks
Are rejected.

These:
Apprentice Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats for each Divine element item equipped, Possessor's Divine element pets and summons gain +2,500 to all stats
Requires: Basic Divine Synchronization, 3 other Deus Omnium abilities
Cost: 12,500,000 Gold, 4 Weeks

Deus Omnium- (Passive Ability, Other: Deus Omnium) Possessor ignores (1 * (Possessor Level/5), rounded down)% Divine Resistance, Possessor ignores Divine Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Divine Synchronization, 10 other Deus Omnium abilities
Cost: 12,500,000 Gold, 8 Weeks
Are accepted, but unreachable.

This class is not intended to follow the standard format. I was considering whether or not to just change it and make it do that to make things easier, or whether to hold off on making a ruling until I could make the alternates, but with a ruling strictly needed right now, I'm going with the answer to 'No' to them.
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Basic Defenses Against Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 Defense against Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 Defense against Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 Defense against Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 Defense against Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 to all stats while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 to all stats while in a Zone of Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 to all stats while in a Zone of Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 to all stats while in a Zone of Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +1,250 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead obtains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor possesses 100 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +5,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor instead possesses 250 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +7,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Divine
Cost: 3,000,000 Gold, 2 Week
Lord Gadigan
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Re: Ability Shop

Post by Lord Gadigan »

Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250 points, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 500 points, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 1,000 points, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 2,500 points
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks
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Aeromage
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Re: Ability Shop

Post by Aeromage »

The above Divine Abilities have been -updated-.
CONGRATULES


Viren wants to boost his learnings of Divine, so he uses Bonus Weeks to grab:

Apprentice Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats for each Divine element item equipped, Possessor's Divine element pets and summons gain +2,500 to all stats
Requires: Basic Divine Synchronization, 3 other Deus Omnium abilities
Cost: 12,500,000 Gold, 4 Weeks

Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +1,250 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead obtains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor possesses 100 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +5,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor instead possesses 250 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +7,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Divine
Cost: 3,000,000 Gold, 2 Week


Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250 points, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 500 points, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 1,000 points, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 2,500 points
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks

Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 to all stats while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 to all stats while in a Zone of Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 to all stats while in a Zone of Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 to all stats while in a Zone of Divine
Requires: Basic Divine Synchronization
Cost: 4,000,000 Gold, 4 Weeks



Viren then has Volatilis turn 15 Botanist Spheres into 5 each of regular, Improved and Greater Geomancer spheres with its abilities, then has the Doctor turn them into the corresponding Priest spheres.
He does the same with Cael to create the corresponding Astromancer spheres.
He then uses 60 of Rosaline's Purity to have Volatilis and Cael create 5 Attunement Book: Geomancer and 5 Attunement Book: Astromancer.

Viren then consumes all of them.

Edit: I forgot about Keybearers getting a 1-week discount on abilities 5 other characters know! I've now fixed this.

He insta-buys:

Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 1 Weeks



Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Requires: Basic Astral Magic Attunement, 3 other Astromancer abilities
Cost: 125,000 Gold, 1 Weeks

Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 3 Weeks

Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks

Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Requires: Basic Astral Magic Attunement
Cost: 80,000 Gold, 1 Weeks

Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Draws Power from the Sky of Night, Beneath an Astral Sign, Star Charter
Cost: 120,000 Gold, 1 Weeks

Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 1 Weeks

Establish Astral Dome- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor may choose to prevent lower-Level entities below Level 60 from leaving possessor's battlespace
Requires: Beneath Favorable Stars, Abjurer, Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 3,000,000 Gold, 2 Weeks

Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 1 Weeks

Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 1 Weeks

Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 40,000 Gold, 1 Weeks



Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 1 Weeks

Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Requires: Establish Sacred Geomantic Zone
Cost: 400,000 Gold, 2 Weeks

Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Requires: Priest, Geomancer
Cost: 400,000 Gold, 2 Weeks

Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Requires: Apprentice Divine Magic Attunement
Cost: 100,000 Gold, 1 Weeks

Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Requires: Priest, Paladin
Cost: 300,000 Gold, 2 Weeks

Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Requires: Holy Cleanser
Cost: 500,000 Gold, 2 Weeks

Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Requires: Basic Magewright Proficiency, Basic Divine Magic Attunement
Cost: 200,000 Gold, 1 Weeks


Total cost: 26,095,000 Gold (from Volatilis), 14 Bonus Weeks, 30 Spheres (from Volatilis), 60 Purity

He gains 5 Astromancer Weeks, 3 Geomancer Week, 4 Priest Week, and the awards:

Has Used 5 Attunement Book: Astromancer
Has Used 5 Attunement Book: Geomancer

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


-Updated-
Kitsune106d
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Re: Ability Shop

Post by Kitsune106d »

Kit learns

Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Requires: Basic Mace Training
Cost: 180,000 Gold, 2 Weeks

Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Requires: Basic Abjuration Attunement
Cost: 180,000 Gold, 3 Weeks

using 2 lawbringer bonus weeks, 3 abjurer bonus weeks
costing 360,000 gold
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
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Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will learn using bonus 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 Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +20 to all stats
Requires: Basic Counselor of Faerie Knowledge
Cost: 60,000 Gold, 2 Weeks

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

Offensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 50 points
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

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

Defensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +50 Defense
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +250 Defense
Requires: Defensive Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Fae Instruction I- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 50 points
Requires: Fae Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Fae Instruction II- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Fae Instruction I, Apprentice Counselor of Faerie Knowledge
Cost: 100,000 Gold, 2 Weeks

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

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

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

Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

using up 28 Counselor of Faerie Bonus weeks, 4 summoner bonus weeks



costing 1,100,000 gold,
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
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Re: Ability Shop

Post by Kitsune106d »

Kit eats 5 transmuter pheres and 5 mountain king spheres.

Kit learns:



Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week


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

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

Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks


Using up 4 Transumter weeks, 4 mountain king weeks.

Costing: 135,000 gold

Kit also gains a bonus week!
Last edited by Kitsune106d on Sun Jul 02, 2023 11:54 am, edited 1 time in total.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Heracles will learn:

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

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

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


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


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

Earth Immunity- (Passive Ability, Mountain King) Possessor gains Earth Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Earth Resistance, Mountain King, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Empowered By Earth- (Passive Ability, Mountain King) If possessor is Earth 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 Earth
Requires: Basic Understanding of the Heart of Earth
Requires: 200,000 Gold, 2 Weeks

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

Improved Command of Earth- (Passive Ability, Mountain King) Possessor's Earth 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 Earth, Basic Understanding of the Heart of Earth
Cost: 500,000 Gold, 2 Weeks

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

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

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

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


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

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

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

Absorb Earth- (Passive Ability, Mountain King) Possessor Absorbs Earth against sources below Level 20 if Level 20 or greater
Requires: Earth Immunity
Cost: 500,000 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


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

Dweller of Airless Caverns- (Passive Ability, Mountain King) Possessor gains Suffocation Immunity against sources below Level 40 while possessor is in a Zone of Earth
Requires: Apprentice Zonal Acclimation of Earth
Cost: 200,000 Gold, 2 Weeks

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

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

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

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

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

Partially Unfettered by the Bonds of Earth- (Passive Ability, Mountain King) Possessor gains 5% Entombed Resistance
Requires: Basic Earth Resistance
Cost: 40,000 Gold, 2 Weeks

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

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

Rooted to the Earth- (Passive Ability, Mountain King) Individuals below Level 20 may not shift possessor's row without possessor's permission if possessor is in a Zone of Earth
Requires: Basic Zonal Acclimation of Earth
Cost: 80,000 Gold, 2 Weeks

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

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

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

Uplifted By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Earth
Requires: Basic Understanding of the Heart of Earth
Requires: 200,000 Gold, 2 Weeks

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

using 79 mountain king bonus weeks,


costing 22,760,000 Gold
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
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Re: Ability Shop

Post by Kitsune106d »

kit uses the iron dream to learn:
Acklowledgement of the Endless Progress of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor's 'Elemental Attack' actions may become solely Innovation element at the cost of an amount of MP equal to 5% of possessor's Max MP
Requires: First Moment of Realization of the Iron Dream's Eternal Nature
Cost: 0 Gold, 0 Weeks
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
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Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

kit uses up 5 architect spheres and 5 improved ones...

she gets 10 architect weeks.

she immediately grabs:



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

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


Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

using 8 architect bonus weeks.
costing 270,000 gold
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
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Re: Ability Shop

Post by Aeromage »

Viren realises he hasn't been studying those books everyone else has.

Rosaline's Purity is used to make 5 Illusionist books (via Caelum) for a total of 15 Purity (as Illusionist was the base spell-class book).

Edit- I forgot about the Keybearer Weeks-discount for abilities 5 or more PCs know. I've now fixed that.

He then learns:

Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement, 10 other Illusionist abilities
Cost: 125,000 Gold, 3 Weeks

Costing 125,000 Gold, which he pays.

He gets 2 Illusionist Weeks, and the awards:

Has Used 5 Attunement Book: Illusionist
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Aeromage
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Re: Ability Shop

Post by Aeromage »

The Ability Shop is now -Updated-

CONGRATULES


Notes and Issues

Kit already knows Judicious Smackdown, so the weeks and gold she spent on it in the above post don't get spent.
Kit tried to buy Offensive Fae Instruction I and II twice in a post. I've not charged her twice for it, meaning she gets some of those spent weeks and gold back.
Kit can't buy Basic Weaponization of Earth or Basic Earth Resistance, because she doesn't have Basic Earth Synchronization.

Heracles already knows Apprentice Affinity to Healing Via Earth. He also tried to learn Prosperous Venting of Excess Earth twice. The 700,000 Gold and 4 weeks he would have spent there are instead not spent.
As a result, he only has 49 Mountain King abilities. He needs two more to qualify buying Adept Earth Synchronization, so he cannot buy that yet. The 5,000,000 gold and 10 weeks he would have spent on it are instead not spent.
Kitsune106d
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Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

TRying again.

Kit will buy:

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 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
using 4 mountain king bonus weeks.
costing 40,000 gold
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Celestine spends 2 Bonus weeks to finish THIS TRAINING early! Then she spends more! Full total below, this is just required for prerequisites.


~ATTACK~ [1 Week, 5,000 Gold]
Change Stance- (Active Ability, Attack) Possessor changes stances
Requires: No prerequisites
Cost: 5,000 Gold, 1 Week


~FRIENDSHIP~ [2 Weeks, 30,000,000 Gold]
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Requires: 25 Fame, A Hint of Fame in the Arena
Cost: 25,000,000 Gold, 1 Week

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

~ARCHITECT~ [29 Weeks, 11,215,000 Gold]
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

Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Requires: Basic Tool Training
Cost: 70,000 Gold, 2 Weeks

Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Requires: Combat Drill-Wielding
Cost: 5,000,000 Gold, 2 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

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Requires: Apprentice Engineer Proficiency, Basic Mechanist Knowledge, Basic Gearwright Knowledge, Basic Roboticist Knowledge
Cost: 200,000 Gold, 2 Weeks

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

Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Requires: Piercing Drillstrike
Cost: 150,000 Gold, 2 Weeks

Hard to Disarm With a Tool- (Passive Ability, Architect) Individuals below Level 20 may not unequip or steal possessor's equipped Tools without possessor's permission
Requires: Tool Wielding III
Cost: 50,000 Gold, 2 Weeks

Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

Tool Wielding III- (Passive Ability, Architect) Possessor gains +200 to all stats when a Tool is equipped and +200 Melee Attack when a Tool is equipped
Requires: Tool Wielding II, Architect
Cost: 100,000 Gold, 2 Weeks


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


~CAPTAIN~ [10 Weeks, 1,125,000 Gold]
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks

Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks

Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Requires: Navigator, Knowledge of Basic Hyperspace Theory
Cost: 600,000 Gold, 2 Weeks

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


~DRIVER~ [13 Weeks, 1,765,000 Gold]
Armored Car Plating- (Vehicle Trait, Driver) Possessor gains +500 Defense, Possessor's passengers gain +600 Defense
Requires: Possesses a Passenger Capacity
Cost: 500,000 Gold, 2 Weeks

Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks

Possesses a Mini-Fridge Full of Refreshments- (Vehicle Trait, Driver) Possessor's passengers may Regenerate 200 HP per round
Requires: Possesses a Passenger Capacity
Cost: 40,000 Gold, 1 Week

Possesses a Passenger Capacity- (Vehicle Trait, Driver) Possessor may spend an action to pick up or deploy 1 passenger, All of possessor's passengers are automatically deployed if possessor dies, Possessor may carry a number of passengers up to possessor's Passenger Capacity, Possessor has a Passenger Capacity of 1
Requires: The ability to count as a 'Vehicle', whether constantly or through a Stance
Cost: 1,000,000 Gold, 5 Weeks

Possesses a Sun Roof- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light if possessor is in a Zone of Light
Requires: Possesses a Passenger Capacity
Cost: 100,000 Gold, 1 Week


~MONK~ [15 Essence Spheres, 30 Purity, 5 Weeks, 1,510,000 Gold]
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Requires: Monk, Black Belt
Cost: 500,000 Gold, 5 Weeks

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

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

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

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

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

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

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


~PROTECTOR~ [15 Essence Spheres, 10 Weeks, 810,000 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

Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Requires: Underwater Armor Use
Cost: 180,000 Gold, 2 Weeks

Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 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

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

Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Requires: Armored Mobility, Water Scale Defensive Art
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


~SCHOLAR~ [10 Weeks, 505,000 Gold]
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

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

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

Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Requires: Scholar, Studious, Has Engaged in Lengthy Studies
Cost: 300,000 Gold, 2 Weeks


~SCIENTIST~ [2 Weeks, 200,000 Gold]
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks


~WANDERER~ [15 Essence Spheres, 30 Purity, 1 Weeks, 1,270,000 Gold]
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Requires: Basic Gate Magic Attunement, 3 other Wanderer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

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

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

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

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

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

Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks


~WARRIOR~ [15 Essence Spheres, 30 Purity, 3 Weeks, 5,630,000 Gold]
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks

Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks

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

Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

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

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

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks

Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks


~WIZARD~ [15 Essence Spheres, 30 Purity, 10 Weeks, 17,370,000 Gold]
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks

Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement, 3 other Wizard abilities
Cost: 125,000 Gold, 2 Weeks

Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks

Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

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

Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks


~OTHER: SPATIAL MAGE~ [2 Weeks, 5,000,000 Gold]
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks


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


Celestine pays:
81,530,000 Gold
105 Bonus Weeks
1 Captain Week

Dulcinea pays:
75 Essence Spheres
120 Purity

Celestine gains:
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wizard

Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
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: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard

This post has been ~UPDATED~
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Celestine also has a Track B now, so with both tracks done she starts training

TRACK A

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

TRACK B

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

TO COMPLETE ON 2023-07-16

to buy me some time to make a proper training post for both tracks.

40,000 Gold paid by Celestine
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Heracles will learn:

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


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

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

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

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

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

using 19 mountain King Bonus week

Costing 7,330,000 gold
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Celestine's got some spare cash and spare weeks! Let's get ADEPT-Y!

~ARCHITECT~
Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
Requires: Architect, 50 other Architect Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

*Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Bloody Implementation- (Technique Ability, Architect) Possessor may use 'Bloody 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 +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Requires: Dicing Implementation
Cost: 100,000 Gold, 1 Weeks

Clockwork-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-Bane 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 +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Implementation, Architect, Level 20
Cost: 100,000 Gold, 1 Weeks

Clockwork-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-Hunting 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 +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks

Cluster Implementation- (Technique Ability, Architect) Possessor may use 'Cluster 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 +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Deletion Implementation, Architect, Heir to the Future
Cost: 300,000 Gold, 1 Weeks

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

*Debilitating Implementation- (Technique Ability, Architect) Possessor may use 'Debilitating 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 a 20% chance of inflicting Stat Drain.
Requires: Apprentice Tool Training
Cost: 300,000 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

Deletion Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter.
Requires: Code Implementation, Apprentice Tool Training, Apprentice Technology Synchronization
Cost: 100,000 Gold, 1 Weeks

Dicing Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded.
Requires: Impact Implementation, Apprentice Tool Training, Apprentice Physical Synchronization
Cost: 100,000 Gold, 1 Weeks

Dud Implementation- (Technique Ability, Combatant) Possessor may use 'Dud Implementation' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool 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 Tool Training
Cost: 0 Gold, 1 Week

Golem-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Bane 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 +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Implementation, Architect, Level 20
Cost: 100,000 Gold, 1 Weeks

Golem-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Hunting 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 +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks

*Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +100 Melee Attack and becomes solely Physical element.
Requires: Basic Tool Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Implementation Mastery- (Passive Ability, Architect) Technique Abilities from the Architect class whose name includes 'Implementation' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Architect abilities that are Techniques whose name contains 'Implementation'
Cost: 5,000,000 Gold, 5 Weeks

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 0 Gold, 1 Week

Large Structure-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Bane 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 +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Requires: Large Structure-Hunting Implementation, Architect, Level 20
Cost: 100,000 Gold, 1 Weeks

Large Structure-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Hunting 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 +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks

Machine-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Bane 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 +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Implementation, Architect, Level 20
Cost: 100,000 Gold, 1 Weeks

Machine-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Hunting 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 +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks

Maiming Implementation- (Technique Ability, Architect) Possessor may use 'Maiming 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 +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Requires: Bloody Implementation
Cost: 100,000 Gold, 1 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

Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful 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 a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 100,000 Gold, 1 Weeks

Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Requires: Basic Tool Training
Cost: 100,000 Gold, 2 Weeks

Reinforce Walls- (Technique Ability, Architect) Possessor may use 'Reinforce Walls' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action gives its targets a buff that stacks 5 times that provides +200 Defense.
Requires: Build, Make Bricks
Cost: 3 Weeks, 7,000,000 Gold

Robot-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Bane 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 +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Implementation, Architect, Level 20
Cost: 100,000 Gold, 1 Weeks

Robot-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Hunting 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 +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Tool Training
Cost: 100,000 Gold, 1 Weeks

Strong Implementation- (Technique Ability, Architect) Possessor may use 'Strong 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 +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded’.
Requires: Sweeping Implementation, Level 20
Cost: 300,000 Gold, 1 Weeks

Sweeping Implementation- (Technique Ability, Architect) Possessor may use 'Sweeping 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 +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded. Deals 1/4 Damage, and gains ‘1 hit against 10’
Requires: Dicing Implementation, Architect, Kinetic Emperor
Cost: 300,000 Gold, 1 Weeks

Zero Implementation- (Technique Ability, Architect) Possessor may use 'Lightning 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 +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.
Requires: Cluster Implementation, Level 20
Cost: 300,000 Gold, 1 Weeks


Costing 21,330,000 Gold and 53 Bonus Weeks
(Starred abilities are Implementations paid at full cost as prereqs for Implementation Mastery)

This post has been ~UPDATED~
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