Ability Shop

This is for important threads such as rules, the shop, and the enemy list. Players should not create topics here.
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

D'artagna has a great deal of learning to do: Let's begin! It's gonna be a big sphere-buy to start us off.


Weapons:
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
14 Weeks, 1,645,000 Gold, 15 Spheres. (1 Week Left Over)
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
15 Weeks, 985,000 Gold, 15 Spheres.
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
14 Weeks, 1,155,000 Gold, 15 Spheres (1 Week Left Over)

---------------------------------


Accessories:
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
15 Weeks, 965,000 Gold, 15 Spheres.

------------------------------------------------


Elements:
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, 415,000 Gold, 15 Spheres, 5 Books.

Ebon 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 Books

Radiant 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
20 Weeks, 530,000 Gold, 15 Spheres, 5 Books.

--------------------------------------

Subtypes:
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, 615,000 Gold, 15 Spheres.
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
14 Weeks, 485,000 Gold, 15 Spheres (1 Week Left Over)

---------------------------------------------------------

Spells:
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, 1,575,000 Gold, 15 Spheres and 5 Attunement 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, 3,020,000 Gold, 15 Spheres, and 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
20 Weeks, 945,000 Gold, 15 Spheres, 5 Books.
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
19 Weeks, 715,000 Gold, 15 Spheres, 5 Books (1 Week Left Over)
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, 1255000 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, 725,000 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
20 Weeks, 775,000 Gold, 15 Spheres, 5 Books.

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
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

D'artagna begins learning:
Blast Mastery- (Passive Ability, Sorceress) Technique Abilities from the Sorceress class whose name includes 'Blast' 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 Sorceress abilities that are Techniques whose name contains 'Blast'
Cost: 5,000,000 Gold, 5 Weeks

Charming Blast- (Technique Ability, Sorceress) Possessor may use 'Charming 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 a 20% chance of inflicting Charm.
Requires: Apprentice Wand Training
Cost: 100,000 Gold, 1 Weeks

Daemon-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Daemon-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 Daemons and gains +5% To Hit against Daemons.
Requires: Basic Wand Training
Cost: 100,000 Gold, 1 Weeks

Darkspawn-Hunting Blast- (Technique Ability, Sorceress) Possessor may use 'Darkspawn-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 Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Wand Training
Cost: 100,000 Gold, 1 Weeks

Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Requires: Apprentice Wand Training, 10 other Sorceress abilities
Cost: 125,000 Gold, 4 Weeks
in 12 Weeks, on Tuesday, October 17, 2023, costing 5,425,000 Gold.
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Fri Sep 23, 2022 7:12 am
The Nottest of Daves wrote: Wed Jun 29, 2022 9:11 pm snipped for brevity
Using Expert Wanderer and Auramancer from Volatilis, and Channeler from Dulcinea, standard, improved, and greater Essence Spheres are made.
Willoughby learns COMBAT!

~AURAMANCER~ [24-15 = 9]
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks

Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Requires: Basic Aura Training, Baleful Aura
Cost: 60,000 Gold, 2 Weeks

Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Requires: Apprentice Aura Mastery, 10 other Auramancer abilities
Cost: 125,000 Gold, 4 Weeks

Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

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

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

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

Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Requires: Aura Strike, Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

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


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

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

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

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

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

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

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

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

Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Requires: Basic Channeler Attunement
Cost: 100,000 Gold, 2 Weeks

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

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


~COMBATANT~ [30]
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

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

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


~MONK~ [2]
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


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

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


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


Willoughby gains:
Has Consumed 5 Attunement Book: Channeler

Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Willoughby completes the above!

Dulcinea spins Wizard Spheres off of Volatilis's Expert Wanderer and name-rank Abjurer, and her own Adept Geomancer and name-rank Wizard.

~ABJURER~ [26-20 = 6 Weeks, 820,000 Gold]
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Requires: Apprentice Abjuration Attunement, 10 other Abjurer abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Requires: Basic Abjuration Attunement, 3 other Abjurer abilities
Cost: 125,000 Gold, 2 Weeks

Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Requires: Basic Abjuration Attunement
Cost: 20,000 Gold, 2 Weeks

Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Requires: Basic Abjuration Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Requires: Apprentice Abjuration Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Requires: Basic Abjuration Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Requires: Basic Abjuration Attunement, 1 Enchanter Ability
Cost: 50,000 Gold, 2 Weeks

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


~WIZARD~ [38-20 = 18 Weeks, 3,120,000 Gold]
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 Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Requires: Basic Utility Spellcasting
Cost: 60,000 Gold, 2 Weeks

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 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

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

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

Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Requires: Defensive Spellcasting, Focused Wizard Magic Casting, Improved Defensive Wizard Magic Casting, Wizard, Apprentice Abjuration Synchronization, Apprentice Aura Training
Cost: 500,000 Gold, 2 Weeks

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

Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Requires- Basic Wizard Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Requires: Basic Defensive Wizard Magic Casting, Apprentice Wizard Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Requires- Powerful Casting, Basic Mana-Saving Techniques, Gesture-Based Spellcasting Stance
Cost: 200,000 Gold, 2 Weeks

Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Requires: Apprentice Wizard Magic Attunement, Level 10
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

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

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

Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
Requires: Focused Defensive Magic Shieldcrafting, Magic-Amplifying Field, Wizardly Apprentice's Routine Spellcasting Practice
Cost: 1,000,000 Gold, 2 Weeks

Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks

TO COMPLETE IN 24 WEEKS, ON 2024-01-27


Dulcinea pays
3,940,000 Gold
30 Essence Spheres
60 Purity


Willoughby gains:
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Wizard

Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Mon Nov 14, 2022 3:33 am
The Nottest of Daves wrote: Sun Apr 10, 2022 6:55 am Enrica is SUPERHERO! Peasants, rejoice!

NEW TRAININGS
~BEASTMASTER~ [2]
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

~FLUX BARON~ [29]
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Requires: Formshift: Shapeshifter, Apprentice Flux Baron Knowledge
Cost: 70,000 Gold, 2 Weeks

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

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

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Requires: Shapeshifter Traits
Cost: 100,000 Gold, 4 Weeks

Lycanthrope's Bite- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform' or 'Form of', possessor's 'Melee Attack' actions may gain '30% inflicts Diseased: Lycanthropy'
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 20,000 HP at the start of each round and has a 30% chance of being cured of Wounded at the start of each round
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Resistant to Secondary Instances of Lycanthropy- (Passive Ability, Flux Baron) Possessor gains Diseased: Lycanthropy Immunity
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Wereform: Werelizard- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base CON, +1 base MIN, and the subtype Reptile, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Lizard
Cost: 5,000,000 Gold, 5 Weeks


Costing Dulcinea 12,740,000 Gold
TO COMPLETE IN 31 WEEKS, ON 2022-11-11

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

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

Improved Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: Wereform Control, Monk OR Psychic
Cost: 3,000,000 Gold, 2 Weeks

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

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

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

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


~TRANSMUTER~ [28]
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

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

Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Requires: Apprentice Transmutation Attunement, 10 other Transmuter abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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


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

Dulcinea pays 17,390,000 Gold
Enrica is a Transmuter, and can fully control her lycanthropy! Peasants, rejoice!

Enrica bounces spheres off of Expert Wanderer from Volatilis, Adept Geomancer from Dulcinea, and Slayer from Eva
~SLAYER~ [21-15 = 7 Weeks, Y Gold]
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

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

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

Apprentice 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 +5,000
Requires: Apprentice Deadly Item Training, Basic Weapon Improvisation
Cost: 200,000 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

Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 4 Weeks
TO COMPLETE IN 7 WEEKS, ON 2023-10-10

Dulcinea pays:
15 Essence Sphere
1,310,000 Gold

Enrica gains:
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sun Jul 16, 2023 6:26 am Celestine starts new training!

TRACK A
~MOUNTAIN KING~
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

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

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

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

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


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

Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 2 Weeks
Both tracks completing in 8 weeks, on 2023-09-10

Dulcinea pays 3,125,000 Gold

Celestine fills in some Attack-classed gaps in her build!

TRACK A:
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element 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. User must be in the front row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 10 Weeks


TRACK B:
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element 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. This attack may only target foes in the front row. User must be in the back row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 5 Weeks

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

Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

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


TO COMPLETE IN 10 WEEKS, ON 2023-11-24

Dulcinea pays 100,110,000 Gold
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit has learned:
Track A:

Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks

Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Requires: Apprentice Merchant Proficiency
Cost: 500,000 Gold, 3 Weeks

Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
Requires: Apprentice Merchant Proficiency, Training in Economics
Cost: 200,000 Gold, 3 Weeks

weeks: 10 weeks
Costing: 1,950,000 Gold.
to finish on:

October 2, 2023
She will learn:

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 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

Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Requires: Basic Defenses Against Light
Cost: 100,000 Gold, 2 Weeks

Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Requires: Basic Light Resistance
Cost: 200,000 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

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

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

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

costing:

1,205,000 GOLD, and 20 weeks, finishing, Monday February 19, 2024
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 »

The Nottest of Daves wrote: Wed Aug 23, 2023 1:58 am
The Nottest of Daves wrote: Mon Nov 14, 2022 3:33 am
The Nottest of Daves wrote: Sun Apr 10, 2022 6:55 am Enrica is SUPERHERO! Peasants, rejoice!

NEW TRAININGS
~BEASTMASTER~ [2]
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

~FLUX BARON~ [29]
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks

Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Requires: Formshift: Shapeshifter, Apprentice Flux Baron Knowledge
Cost: 70,000 Gold, 2 Weeks

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

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

Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Requires: Basic Flux Baron Knowledge
Cost: 50,000 Gold, 1 Week

Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Requires: Shapeshifter Traits
Cost: 100,000 Gold, 4 Weeks

Lycanthrope's Bite- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform' or 'Form of', possessor's 'Melee Attack' actions may gain '30% inflicts Diseased: Lycanthropy'
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 1,000,000 Gold, 2 Weeks

Lycanthropic Regeneration- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor regenerates 20,000 HP at the start of each round and has a 30% chance of being cured of Wounded at the start of each round
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Resistant to Secondary Instances of Lycanthropy- (Passive Ability, Flux Baron) Possessor gains Diseased: Lycanthropy Immunity
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: A Flux Baron ability whose name includes 'Wereform'
Cost: 2,000,000 Gold, 2 Weeks

Wereform: Werelizard- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base CON, +1 base MIN, and the subtype Reptile, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Lizard
Cost: 5,000,000 Gold, 5 Weeks


Costing Dulcinea 12,740,000 Gold
TO COMPLETE IN 31 WEEKS, ON 2022-11-11

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

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

Improved Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Requires: Wereform Control, Monk OR Psychic
Cost: 3,000,000 Gold, 2 Weeks

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

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

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

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


~TRANSMUTER~ [28]
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

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

Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Requires: Apprentice Transmutation Attunement, 10 other Transmuter abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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


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

Dulcinea pays 17,390,000 Gold
Enrica is a Transmuter, and can fully control her lycanthropy! Peasants, rejoice!

Enrica bounces spheres off of Expert Wanderer from Volatilis, Adept Geomancer from Dulcinea, and Slayer from Eva
~SLAYER~ [21-15 = 7 Weeks, Y Gold]
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

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

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

Apprentice 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 +5,000
Requires: Apprentice Deadly Item Training, Basic Weapon Improvisation
Cost: 200,000 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

Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 4 Weeks
TO COMPLETE IN 7 WEEKS, ON 2023-10-10

Dulcinea pays:
15 Essence Sphere
1,310,000 Gold

Enrica gains:
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer

Enrica has some detectiving to do.
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, with this increase not bypassing Level-based immunities
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Requires: Apprentice Divining Attunement, 10 other Diviner abilities
Cost: 125,000 Gold, 4 Weeks

Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

TO COMPLETE IN 27 WEEKS, ON 2024-04-19

Dulcinea pays 1,220,000 Gold.
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit gains a Bonus week.

Kelvar gains a druid bonus week.

Kit will buy using bonus weeks:
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costing 20,000 Gold, and 2 bonus weeks.

Kti will use the *Vessel of the iron dream to learn:
Base Knowledge of Perfected Iron- (Passive Ability, Smith) Possessor's equipped items that provide a bonus to possessor's Defense provide an additional 250 points
Requires: First Thought of the Iron Dream, Level 20
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
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will use bonus weeks to buy:


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

Becoming Somewhat Known 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 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Requires: 50 Fame, A Bit More Fame in the Arena
Cost: 50,000,000 Gold, 1 Week


Some Fame In the Arena- (Passive Ability, Friendship) Possessor gains +2% Dodge, +2% To Hit, +2% Critical, and +2% Resilience if possessor has at least 75 Fame
Requires: 75 Fame, Becoming Somewhat Known In the Arena
Cost: 75,000,000 Gold, 1 Week

costing:
150,000,00 Gold

and using up 3 Bonus Week
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 »

MONTH STUFF!:

Kit gains:

Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month

Kit uses:
*Vessel of Veurmel's Magic- (Permanent Consumable, Vessel of Power, Magic, 5,000,000 Gold) Target player gains the ability "Poessesses a Sliver of Veurmel's Magic", or target pet or summon gains the Constant Effect 'Poessesses a Sliver of Veurmel's Magic'; This item may be used once per month and does not disappear when used.
Poessesses a Sliver of Veurmel's Magic- Possessor gains +5,000 MP, Constant Effect
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP



*Vessel of the Iron Dream- (Permanent Consumable, Vessel of Power, War & Time, 25,000,000 Gold) Target player gains an ability from this item's Ability Shop at the listed cost provided said individual meets the prerequisites for obtaining said ability or gives target pet or summon gains the constant effect 'First Fortification of the Iron Vastness', or gives target pet or summon that has the Constant Effect 'First Fortification of the Iron Vastness' the Constant Effect 'Second Fortification of the Iron Vastness'; This item may be used once per month and does not disappear when used. Abilities may not be obtained from this item's ability shop in any manner other than this item's once-per-month use. Requires 1,000,000 XP to gain expanded powers
XP: 255,000,000
XP Needed: 10,000,000
Effects Grantable:
First Fortification of the Iron Vastness- Possessor gains +50 CON and 5% Resilience, Constant Effect
Second Fortification of the Iron Vastness- Possessor gains +2,000 HP, Constant Effect

Newfound Understanding of the Adaptive Invulnerability of the Iron Dream- (Passive Ability, Guardian) Whenever possessor takes damage that possesses any Base element or elements as its elements or part of its elements, possessor gains a buff that provides 15% Resistance to said base element or elements
Requires: Further Augmented Resistance of the Iron Vastness, First Moment of Realizatio nof the Iron Dream's Eternal Nature, Level 18
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
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Wed Mar 22, 2023 7:08 am
The Nottest of Daves wrote: Sun Oct 30, 2022 11:18 am
The Nottest of Daves wrote: Sat Aug 06, 2022 6:47 am Ryuutarou's pending training has been updated, so it's time for him to start anew!
~MERCHANT~ [12]
Knowledge of Accounting- (Passive Ability, Merchant) Possessor gains +2,000 Defense against Gold Damage.
Requires: Apprentice Merchant Proficiency
Cost: 200,000 Gold, 3 Weeks

Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
Requires: Apprentice Merchant Proficiency, Training in Economics
Cost: 200,000 Gold, 3 Weeks

Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Requires: Basic Merchant Proficiency
Cost: 40,000 Gold, 2 Weeks

Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 4 Weeks
Ryuutarou pays
1,690,000 Gold

TO COMPLETE IN 12 WEEKS, ON 2022-10-29
~CRUSHER~ [8]
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains +5% Critical.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks

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

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


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


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


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


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

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

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

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

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

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

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

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

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

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

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

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


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

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


TO COMPLETE IN 31 WEEKS ON 2023-10-25

Costing Ryuutarou 6,110,000 Gold
Ryuutarou now lays the foundation for his future Scientific Studies in order to be a BETTER DRAGON.


~ARTIFICER~ [2 Weeks]
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~BEASTMASTER~ [11 Weeks]
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Requires: Analytical, Apprentice Beastmaster Knowledge
Cost: 160,000 Gold, 3 Weeks

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

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

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

Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal 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


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

Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant 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

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

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

Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Requires: Analytical, Apprentice Botanist Knowledge
Cost: 160,000 Gold, 3 Weeks

Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Requires: Plant Researcher
Cost: 750,000 Gold, 2 Weeks


~CAPTAIN~ [2 Weeks]
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~DRIVER~ [2 Weeks]
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~ENGINEER~ [4 Weeks]
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks


~GEARWRIGHT~ [2 Weeks]
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork 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


~HEALER~ [2 Weeks]
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~MECH JOCKEY~ [2 Weeks]
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks


~MECHANIST~ [2 Weeks]
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine 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


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


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


~SCHOLAR~ [10 Weeks]
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks

Knowledge of Common Poisons and Poison-Treatment Techniques- (Passive Ability, Scholar) Possessor's Poison infliction chances are increased by 5%, Possessor gains +5% Poison Resistance
Requires: Basic Thief Arts Attunement, Basic Healer Magic Attunement, Basic Knife Training, Basic Throwing Weapon Training, Basic Understanding of Item Mana Patterns
Cost: 200,000 Gold, 2 Weeks

Knowledge of Major Restaurant Chains- (Passive Ability, Scholar) Possessor gains +20 MIN if an opponent has a Food item equipped or has a chance of dropping a Food item
Requires: Basic Chef Proficiency, Basic Book Training
Cost: 20,000 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


~SMITH~ [2 Weeks]
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


TO COMPLETE IN 56 WEEKS, ON 2024-11-30

Dulcinea pays 2,395,000 Gold
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Ability Shop

Post by Aeromage »

Viren needs to learn a few things.

He's finished learning Basic Fate Synchronization here.

Track B begins:
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Requires: Basic Fate Synchronization, 3 other Destiny Weaver abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Requires: Apprentice Divining Attunement, Basic Fate Synchronization
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Requires: Control of Fate
Cost: 5,000,000 Gold, 2 Weeks

Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Requires: Fate Manipulation
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Requires: Manipulate Fate: A Curse Upon You, Manipulate Fate: Dark Destiny
Cost: 1,000,000 Gold, 2 Weeks

Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Requires: Manipulate Fate
Cost: 2,000,000 Gold, 2 Weeks

Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Requires: Elemental Attack-Conversion: Fate
Cost: 500,000 Gold, 2 Weeks
Finishing August 10, 2024.

Total cost: 15,000,000 Gold
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit buys with bonus weeks:

Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Requires: No Prerequisites
Cost: 1,000,000 Gold, 3 Weeks

Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Requires: Mathematician
Cost: 10,000,000 Gold, 3 Weeks

Assault Vector Matrix Command- (Passive Ability, Scientist) Possessor may choose, if possessor possesses the ability 'Assault Vector Control' at the start of a battle or any round, to count as having an additional Assault Matrix equipped or to stop having said additional Assault Matrix count as equipped
Requires: Assault Vector Control, Matrix Keeper
Cost: 10,000,000 Gold, 3 Weeks

costing
21,000,000 Gold

9 bonus 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
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Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Celas wrote: Thu Sep 01, 2022 1:12 am
Celas wrote: Mon Jun 28, 2021 4:06 am
Celas wrote: Sun Jun 13, 2021 5:49 pm Celas starts training:

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

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

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

He starts:

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

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

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

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

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

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

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

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

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

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


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

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

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

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



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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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



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

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

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

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



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

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

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

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



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

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

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

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



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

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

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

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



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

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

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

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



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

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

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

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

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

Finishes on 2023-11-23


ELEMENTALMANCERS FINISHED

MIGRAINE SEVERE

PLACEHOLDER TRAINING

TRACK A:
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


TRACK B:
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


COSTS GOLD

FINISHES WHENEVER 2 WEEKS IS

LIFE IS SUFFERING
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Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

Surprising two-weeks later doublepost, Celas's training of those two abilities is also done.

A:

Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 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 Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Unbound Through Wisdom- (Passive Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element if possessor does not possess any MIN Damage
Requires: Wisdom of the Void, Void Sanctum Meditation
Cost: 2,000,000 Gold, 2 Weeks

Empty Mind Discipleship- (Passive Ability, Other: Unbound Guru) Possessor obtains +200 MIN and +200 Defense against MIN Damage if Void element
Requires: Wisdom of the Void
Cost: 5,000,000 Gold, 2 Weeks

Void Meditant's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor's 'Meditate' actions may not be countered by individuals below Level 60, possessor obtains +6,000 MIN, and possessor obtains +60,000 MP
Requires: Void Sanctum Meditation, Unbound Through Wisdom, Empty Mind Disciple
Cost: 30,000,000 Gold, 2 Weeks

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

Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Requires: Apprentice Elemental Magic Training, 10 other Elementalist abilities
Cost: 125,000 Gold, 4 Weeks

Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elementalist, 50 other Elementalist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Costs: 42,350,000 Gold, Finishes 2024-03-27
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Fri Sep 15, 2023 6:41 am
The Nottest of Daves wrote: Sun Jul 16, 2023 6:26 am Celestine starts new training!

TRACK A
~MOUNTAIN KING~
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

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

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

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

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


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

Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 2 Weeks
Both tracks completing in 8 weeks, on 2023-09-10

Dulcinea pays 3,125,000 Gold

Celestine fills in some Attack-classed gaps in her build!

TRACK A:
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element 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. User must be in the front row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 10 Weeks


TRACK B:
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element 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. This attack may only target foes in the front row. User must be in the back row.
Requires: Melee Attack
Cost: 50,000,000 Gold, 5 Weeks

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

Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

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


TO COMPLETE IN 10 WEEKS, ON 2023-11-24

Dulcinea pays 100,110,000 Gold
Track A:
Polearm Leap- (Technique Ability, Dragoon) Possessor may use 'Polearm Leap' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action deals full Damage to targets below Level 60 who are equal to or below Level (Possessor's Level - 5)
Requires: Dragoon Jump
Cost: 300,000 Gold, 3 Weeks

Track B:
Prepare Jump- (Technique Ability, Dragoon) Possessor may use 'Prepare Jump' in conjunction with a 'Defend' action. Said action applies a buff to its performer that stacks 3 times and causes the next 'Melee Attack' or 'Melee Overdrive' action its possessor performs while in the back row to deal an additional 100,000 Damage.
Requires: Dragoon Jump
Cost: 10,000,000 Gold, 3 Weeks

Dulcinea pays 10,300,000

TO COMPLETE IN 3 WEEKS, ON 2024-01-19
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Wed Jun 21, 2023 6:35 am Anaximander starts training

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

To complete on 2023-12-13
Assumption of the Essence of the Robot- (Passive Ability, Roboticist) Possessor may, at the beginning of a thread, choose to become the subtype Robot
Requires: Formshift: Robot, Apprentice Roboticist Knowledge
Cost: 70,000 Gold, 2 Weeks

Cyborg- (Passive Ability, Roboticist) Possessor, if a Robot, may choose at the beginning of a thread to gain the subtype Human, Possessor, if a Human, may choose at the beginning of a thread to gain the subtype Robot, Possessor if a Robot and a Human, gains +100 to all stats
Requires: Formshift: Robot, Formshift: Human
Cost: 200,000 Gold, 2 Weeks

Form of Android- (Stance Ability, Roboticist) If possessor is a Robot, possessor gains +50 STR, AGI, CON, and MIN
Requires: Robot Traits
Cost: 100,000 Gold, 2 Weeks

Formshift: Robot- (Stance Ability, Roboticist) Possessor's subtype becomes Robot
Requires: Robot Traits
Cost: 100,000 Gold, 4 Weeks

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

Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 40% Charm Resistance
Requires: Basic Robot Loyalty Programming, Apprentice Roboticist Knowledge
Cost: 100,000 Gold, 2 Weeks

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


TO COMPLETE IN 18 WEEKS, ON 2024-05-03

Dulcinea pays 635,000 Gold
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The Nottest of Daves
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Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Mon Jul 24, 2023 8:54 am Ryuutarou starts Track B!
~BINDER~
Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Requires: Formshift: Spirit, Apprentice Binder Knowledge
Cost: 70,000 Gold, 2 Weeks

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

Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Requires: Spirit Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

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

Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Requires: Spirit Traits
Cost: 100,000 Gold, 4 Weeks

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

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

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

Ryuutarou pays:
680,000 Gold

TO COMPLETE IN 20 WEEKS, ON 2023-12-11
Ryuutarou has finished becoming a Binder! He now begins the course of his Ebon Chancellorship in order to fuel his future studies into how to knife food better.

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

Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 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 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

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

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

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

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

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

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


TO COMPLETE IN 25-20 = 5 WEEKS, ON 2024-02-02

Dulcinea pays
2,850,000 Gold
30 Purity (for Attunement Books)
15 Essence Sphere: Botanist (Expert Wanderer from Volatilis for Greater Spheres, Adept Ebon Chancellor from Dulcinea to handle the other conversions)

Ryuutarou Gains:
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

kit has finished:

Track B:

Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Requires: Basic Smith Proficiency
Cost: 25,000 Gold, 1 Week

Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: Basic Smith Proficiency, 3 other Smith abilities
Cost: 125,000 Gold, 2 Weeks

Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks


Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Requires: No Prerequisites
Cost: 50,000 Gold, 4 Weeks

Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Requires: Basic Smith Proficiency
Cost: 60,000 Gold, 2 Weeks

Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks

Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Requires: Apprentice Smith Proficiency, 10 other Smith abilities
Cost: 125,000 Gold, 4 Weeks

Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks

Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Requires: Weaponsmith, Woodcarver, Stonecarver
Cost: 50,000 Gold, 2 Weeks

weeks: 25
costing: 685,000 gold

Finishing on:
January 15, 2024

Kit will learn Track B:

Aura of White Mist- (Stance Ability, Priest) Possessor gains 20% Dodge if possessor is a Devout Worshipper of Sereyn
Requires: Priestess of Sereyn
Cost: 500,000 Gold, 2 Weeks

Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks


Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

costing 680,000 gold
using 8 weeks.

finish on Monday, March 11, 2024
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 »

The Nottest of Daves wrote: Sun Aug 13, 2023 3:21 am
The Nottest of Daves wrote: Fri Sep 23, 2022 7:12 am
The Nottest of Daves wrote: Wed Jun 29, 2022 9:11 pm snipped for brevity
Using Expert Wanderer and Auramancer from Volatilis, and Channeler from Dulcinea, standard, improved, and greater Essence Spheres are made.
Willoughby learns COMBAT!

~AURAMANCER~ [24-15 = 9]
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks

Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Requires: Basic Aura Training, Baleful Aura
Cost: 60,000 Gold, 2 Weeks

Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Requires: Apprentice Aura Mastery, 10 other Auramancer abilities
Cost: 125,000 Gold, 4 Weeks

Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

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

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

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

Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Requires: Aura Strike, Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks

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


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

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

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

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

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

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

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

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

Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Requires: Basic Channeler Attunement
Cost: 100,000 Gold, 2 Weeks

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

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


~COMBATANT~ [30]
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

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

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

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

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

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

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

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


~MONK~ [2]
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


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

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


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


Willoughby gains:
Has Consumed 5 Attunement Book: Channeler

Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Willoughby completes the above!

Dulcinea spins Wizard Spheres off of Volatilis's Expert Wanderer and name-rank Abjurer, and her own Adept Geomancer and name-rank Wizard.

~ABJURER~ [26-20 = 6 Weeks, 820,000 Gold]
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Requires: Apprentice Abjuration Attunement, 10 other Abjurer abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Requires: Basic Abjuration Attunement, 3 other Abjurer abilities
Cost: 125,000 Gold, 2 Weeks

Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Requires: Basic Abjuration Attunement
Cost: 20,000 Gold, 2 Weeks

Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Requires: No prerequisites
Cost: 50,000 Gold, 2 Weeks

Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Requires: Basic Abjuration Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Requires: Apprentice Abjuration Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Requires: Basic Abjuration Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Requires: Basic Abjuration Attunement, 1 Enchanter Ability
Cost: 50,000 Gold, 2 Weeks

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


~WIZARD~ [38-20 = 18 Weeks, 3,120,000 Gold]
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 Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Requires: Basic Utility Spellcasting
Cost: 60,000 Gold, 2 Weeks

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 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

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

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

Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Requires: Defensive Spellcasting, Focused Wizard Magic Casting, Improved Defensive Wizard Magic Casting, Wizard, Apprentice Abjuration Synchronization, Apprentice Aura Training
Cost: 500,000 Gold, 2 Weeks

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

Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Requires- Basic Wizard Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Requires: Basic Defensive Wizard Magic Casting, Apprentice Wizard Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Requires- Powerful Casting, Basic Mana-Saving Techniques, Gesture-Based Spellcasting Stance
Cost: 200,000 Gold, 2 Weeks

Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Requires: Apprentice Wizard Magic Attunement, Level 10
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

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

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

Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
Requires: Focused Defensive Magic Shieldcrafting, Magic-Amplifying Field, Wizardly Apprentice's Routine Spellcasting Practice
Cost: 1,000,000 Gold, 2 Weeks

Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks

TO COMPLETE IN 24 WEEKS, ON 2024-01-27


Dulcinea pays
3,940,000 Gold
30 Essence Spheres
60 Purity


Willoughby gains:
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Wizard

Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Willoughby finishes training Abjurer and Wizard!

She begins

Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks

for some future shenanigans!

TO COMPLETE 2024-05-18
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