Weapons:
14 Weeks, 1,645,000 Gold, 15 Spheres. (1 Week Left Over)Sorceress:
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Abstract-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Abstract-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks
Angel-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Angel-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Requires: Basic Wand Training, 3 other Sorceress abilities
Cost: 125,000 Gold, 2 Weeks
Asterismic-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Asterismic-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks
Astral Being-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Astral Being-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks
Celestial-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Celestial-Hunting Blast' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Wand equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Wand Training
Cost: 300,000 Gold, 2 Weeks
15 Weeks, 985,000 Gold, 15 Spheres.Slayer
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Requires: Basic Deadly Item Training, 3 other Slayer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Requires: Basic Deadly Item Training
Cost: 40,000 Gold, 2 Weeks
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 2 Weeks
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
Requires: Basic Weapon Improvisation, Apprentice Darkness Synchroniation, Apprentice Zonal Acclimation of Darkness
Cost: 100,000 Gold, 1 Week
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
14 Weeks, 1,155,000 Gold, 15 Spheres (1 Week Left Over)Architect
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 2 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 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
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
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: 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
---------------------------------
Accessories:
15 Weeks, 965,000 Gold, 15 Spheres.Magewright
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Basic Magewright Proficiency, 3 other Magewright abilities
Cost: 125,000 Gold, 2 Weeks
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Requires: Magic Item Maker
Cost: 60,000 Gold, 1 Week
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Requires: Basic Magewright Proficiency, Basic Enchantment Synchronization
Cost: 60,000 Gold, 2 Weeks
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks
------------------------------------------------
Elements:
20 weeks, 415,000 Gold, 15 Spheres, 5 Books.Arcane Vizier-
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Requires: Basic Magic Synchronization, 3 other Arcane Vizier abilities
Cost: 125,000 Gold, 2 Weeks
Basic Affinity to Healing Via Magic- (Passive Ability, Arcane Vizier) Whenever possessor obtains Magic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Magic Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Requires: Basic Command of Magic
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Requires: Basic Magic Synchronization
Cost: 40,000 Gold, 2 Weeks
Magic-Boosted Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Magic-Boosted Magic' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +15 Magical Attack.
Requires: Basic Magic Synchronization
Cost: 10,000 Gold, 2 Weeks
20 Weeks, 530,000 Gold 15 Spheres, 5 BooksEbon Chancellor
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Requires: Basic Darkness Synchronization, 3 other Ebon Chancellor abilities
Cost: 125,000 Gold, 2 Weeks
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Darkness Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
20 Weeks, 530,000 Gold, 15 Spheres, 5 BooksRadiant Hierophant
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Light
Cost: 125,000 Gold, 2 Weeks
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Requires: Basic Light Synchronization, 3 other Radiant Hierophant abilities
Cost: 125,000 Gold, 2 Weeks
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Light Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Requires: Basic Command of Light
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
20 Weeks, 530,000 Gold, 15 Spheres, 5 Books.Wind Duke
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Requires: Basic Air Synchronization, 3 other Wind Duke abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Air
Cost: 125,000 Gold, 2 Weeks
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Air Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Requires: Basic Command of Air
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Requires: Basic Air Synchronization
Cost: 40,000 Gold, 2 Weeks
--------------------------------------
Subtypes:
14 weeks, 615,000 Gold, 15 Spheres.Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Requires: Basic Weirdworker Knowledge
Cost: 200,000 Gold, 2 Weeks
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being 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
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Requires: Basic Magiconstruct Weaving
Cost: 70,000 Gold, 2 Weeks
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
14 Weeks, 485,000 Gold, 15 Spheres (1 Week Left Over)Conjurer
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Conjurer Knowledge, 3 other Conjurer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental 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
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Requires: Basic Conjurer Knowledge
Cost: 60,000 Gold, 2 Weeks
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Requires: Elemental Communing I
Cost: 100,000 Gold, 2 Weeks
Defensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +50 Defense
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks
Defensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +250 Defense
Requires: Defensive Elemental Communing I, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks
Offensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks
---------------------------------------------------------
Spells:
20 Weeks, 1,575,000 Gold, 15 Spheres and 5 Attunement Books.Wizard
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 Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 60,000 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
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
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 Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Requires: Wizard Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week
20 weeks, 3,020,000 Gold, 15 Spheres, and 5 Books.Enchanter:
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks
20 Weeks, 945,000 Gold, 15 Spheres, 5 Books.Summoner
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Requires: Basic Summoner Magic Attunement, 3 other Summoner abilities
Cost: 125,000 Gold, 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
Basic Summon Agility Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 AGI
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon Constitution Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 CON
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Requires: Basic Summoner Defense Augmentation
Cost: 200,000 Gold, 2 Weeks
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Requires: Basic Summoner Magic Attunement
Cost: 100,000 Gold, 2 Weeks
19 Weeks, 715,000 Gold, 15 Spheres, 5 Books (1 Week Left Over)Wanderer
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
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
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 3 Weeks
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Requires: Apprentice Gate Magic Attunement, Swift Travel, Swift Arrival
Cost: 200,000 Gold, 2 Weeks
20 Weeks, 1255000 Gold, 15 Spheres, 5 Books.Golomancer:
Apprentice Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +2,000 HP and +200 CON
Requires: Basic Golomancy Attunement, 3 other Golomancer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Agility-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 AGI
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week
Basic Constitution-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 CON
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Mind-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 MIN
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week
Basic Spirit-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 SPI
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week
Basic Strength-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 STR
Requires: Basic Golomancy Attunement
Cost: 100,000 Gold, 1 Week
Builder of Sturdy Golems- (Passive Ability, Golomancer) All of possessor's Golem summons gain +200 CON and +5,000 HP
Requires: Apprentice Golomancy Attunement, Basic Constitution-Enhancing Golem Crafting, Basic Strength-Enhancing Golem Crafting
Cost: 300,000 Gold, 3 Weeks
Golomancy Casting I- (Passive Ability, Golomancer) Golomancy spells cost possessor 20 less MP to cast
Requires: Basic Golomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Golomancy Casting II- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast
Requires: Golomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Resilient Golem Design- (Passive Ability, Golomancer) All of possessor's Golem summons gain 15% Resilience
Requires: Builder of Sturdy Golems
Cost: 100,000 Gold, 2 Weeks
Focused Golomancy Casting- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Golomancy
Requires: Golomancy Casting II, Apprentice Golomancy Attunement
Cost: 60,000 Gold, 2 Weeks
20 Weeks, 725,000 Gold, 15 Spheres, 5 Books.Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Requires: Properly Trained in Backstabbing
Cost: 90,000 Gold, 2 Weeks
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Requires: Basic Thief Arts Attunement, 3 other Thief abilities
Cost: 125,000 Gold, 2 Weeks
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Requires: Sticky Fingers
Cost: 80,000 Gold, 2 Weeks
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Requires: Basic Thief Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Requires: Thief Arts Casting I
Cost: 100,000 Gold, 2 Weeks
20 Weeks, 775,000 Gold, 15 Spheres, 5 Books.Channeler
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Requires: Basic Channeler Attunement
Cost: 40,000 Gold, 2 Weeks
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Requires: Basic Transfer Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Requires: Basic Channeler Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 50,000 Gold, 2 Weeks
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Requires: Channeling Casting I
Cost: 100,000 Gold, 2 Weeks
TOTAL COSTS
16,865,000 Gold, 255 Essence Sphere: Botanist, 330 Purity.
NEW AWARDS:
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Conjurer
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Golomancer
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Sorceress
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Conjurer
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Golomancer
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Sorceress
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Conjurer
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Golomancer
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Sorceress
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wizard
Has used 5 Attunement Book: Arcane Vizier
Has used 5 Attunement Book: Channeler
Has used 5 Attunement Book: Ebon Chancellor
Has used 5 Attunement Book: Enchanter
Has used 5 Attunement Book: Golomancer
Has used 5 Attunement Book: Radiant Hierophant
Has used 5 Attunement Book: Summoner
Has used 5 Attunement Book: Thief
Has used 5 Attunement Book: Wanderer
Has used 5 Attunement Book: Wind Duke
Has used 5 Attunement Book: Wizard