Basic Halo Mastery- (Passive Ability, Auramancer: Heaven-Sent) Possessor gains +20 Defense and +20 SPI while possessor has a Halo equipped.
Requires: Auramancer
Cost: 200,000 Gold, 2 Weeks
30 Bonus Weeks that cannot be used normally. When a class that doesn't have a Basic ability in stock in the Ability Shop gets one, the weeks may be converted into weeks for that class at that time, regardless of whether or not the possessor of the weeks qualifies for it at the time of conversion
Ability Shop
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Kitsune106d
- Arena Lieutenant
- Posts: 964
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: Ability Shop
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
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: 964
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: Ability Shop
Kit has learned:
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel 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
Kit will learn track B
Basic Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +50 to all stats
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Finishing Tuesday January 7th 2025
Costing 40 gold and taking 2 weeks.
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel 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
Kit will learn track B
Basic Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +50 to all stats
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Finishing Tuesday January 7th 2025
Costing 40 gold and taking 2 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
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
- The Nottest of Daves
- High Plains Drifter
- Posts: 1324
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Ability Shop
This queue is complete!The Nottest of Daves wrote: ↑Tue Jul 11, 2023 4:31 am Dulcinea has AN EMERGENCY
She spins some Enslaver spheres off of Tolva, and appends the following to TRACK A.
25 Weeks appended onto Track A, delaying its completion from 2024-11-23 to 2025-05-17~CAPTAIN~ [10 Weeks]
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks
~ENSLAVER~ [8-5 = 3 Weeks] (Counting half of Controller's 11 Abilities, Enslaver can reach Name Rank without further investment)
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Requires: Basic Soul Training, 3 other Enslaver abilities
Cost: 125,000 Gold, 2 Weeks
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Requires: Apprentice Soul Training, 10 other Enslaver abilities
Cost: 125,000 Gold, 4 Weeks
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Requires: Soul Wielding I
Cost: 60,000 Gold, 2 Weeks
~SLAYER~ [4 Weeks] (Counting Half of Gentleman Assassin's 13 Abilities, Slayer can reach Name Rank without further investment)
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
~OTHER: BOXMEISTER~ [5 Weeks]
Basic Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Box equipped
Requires: Merchant, Slayer, Subspace Architect, Magewright, Gentleman Assassin, Controller, Enslaver
Cost: 15,000,000 Gold, 5 Weeks
~OTHER: FISHERMAN~ [3 Weeks]
Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Requires: Basic Water Synchronization, Seakeeper, Captain, Basic Improvised Weapon Use
Cost: 50,000 Gold, 3 Weeks
Dulcinea gains
Has Consumed 5 Greater Essence Sphere: Enslaver
Dulcinea Loses
5 Essence Sphere
15,900,000 Gold
As per the above, Dulcinea will pick up:[10:39]Caelzeph: Will that also extend to queued-up buys?
[10:40]Gadigan: If stuff gets into queue before I redo the prereqs on this stuff, it's getting into queue and being left alone unless the queue gets revised / cancelled
[10:41]Gadigan: Getting the count-as-T1 / count-as-T2 does not extend to queues
[10:41]Gadigan: Those were meant for characters already invested in something whose build was being impacted
[10:41]Gadigan: Not people who theoretically wanted to expand into things but don't have the spheres/resources for it
[10:42]Gadigan: If someone has had one in queue already for a while, talk to me about it
[10:44]Caelzeph: (I mention this as Dulcinea's been aiming for Box for A While)
[15:25]Gadigan: Yeah, that's fair, if she gets it in-queue during this period, we can give her that stuff for it when she gets it
Peerless Understanding of the True Power of the Box- (Passive Ability, Other: Boxmeister) Possessor treats Box as a Tier 2 Weapon subtype. Other entities treat instances of Boxes wielded by possessor as a Tier 2 Weapon subtype.
At the end of this revised training queue.
And also THIS
New Queue:
To complete in 16 Weeks, on 2025-10-26Apprentice Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Box equipped
Requires: Basic Box Training, 3 other Boxmeister abilities
Cost: 125,000 Gold, 2 Weeks
Boxmeister- (Passive Ability, Other: Boxmeister) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Box equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Box equipped
Requires: Apprentice Box Training, 10 other Boxmeister abilities
Cost: 125,000 Gold, 4 Weeks
Box Wielding I- (Passive Ability, Other: Boxmeister) +5 to all stats when a Box is equipped
Requires: Basic Box Training
Cost: 20,000 Gold, 2 Weeks
Box Wielding II- (Passive Ability, Other: Boxmeister) +25 to all stats when a Box is equipped, +50 Magical Attack when a Box is equipped
Requires: Box Wielding I
Cost: 60,000 Gold, 2 Weeks
Charming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks
Debilitating Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Debilitating Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks
Improved Charming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Charming Surprise!' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Surprise!
Cost: 10,000 Gold, 1 Week
Improved Debilitating Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Debilitating Surprise!' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Surprise!
Cost: 10,000 Gold, 1 Week
Dulcinea pays 650,000 Gold.
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- Celas
- Arena Sergeant
- Posts: 229
- Joined: Sat May 23, 2020 6:09 pm
Re: Ability Shop
Right, well. Clearly I forgot EVERY month's bonus weeks since then.Celas wrote: ↑Tue Dec 03, 2024 5:47 am A LOST POST RETURNS FROM THE VOID:
On 2023-06-14, I posted the following:And then in an act of madness deleted the post. For some reason.Another Anathema Bonus Week BuyStraight-up out of pocket, no spheres, all generic.A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
Requires: A Titan Among Men, Unmatched Master's Competence
Cost: 3,000,000 Gold, 2 Weeks
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
Requires: Champion of the Tales, Known Across the Worlds
Cost: 3,000,000 Gold, 2 Weeks
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Requires: A Name Etched In History, Meditative Assumption of Glory
Cost: 5,000,000 Gold, 2 Weeks
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Requires: Empowered By The Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks
Absorb Glory- (Passive Ability, Other: Living Legend) Possessor Absorbs Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Glory Synchronization- (Passive Ability, Other: Living Legend) Amounts of Glory element Damage possessor deals are increased by 10,000 points, Glory element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Glory element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Living Legend, 50 other Living Legend Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Glory
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory 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 Glory
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Requires: Basic Defenses Against Glory
Cost: 100,000 Gold, 2 Weeks
Apprentice Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 5% Glory Resistance
Requires: Basic Glory Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +100 to all stats
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Glory
Cost: 100,000 Gold, 2 Weeks
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Basic Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Glory Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 1% Glory Resistance
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Requires: Legions Like Gnats Before You
Cost: 5,000,000 Gold, 5 Weeks
Control of Glory- (Passive Ability, Other: Living Legend) Possessor has a 20% chance of being able to cancel the actions of Glory element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Glory Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Basic Glory Synchronization, Basic Defenses against Glory, Basic Weaponization of Glory
Cost: 200,000 Gold, 2 Weeks
Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Requires: Apprentice Divining Attunement, Basic Glory Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Glory element and no other technique is used. Said action becomes solely the element Glory.
Requires: Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Invocation of Glory' in conjunction with an 'Elemental Attack' action so long as possessor is Glory element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Glory
Cost: 200,000 Gold, 2 Week
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Requires: Legions Like Gnats Before You
Cost: 3,000,000 Gold, 2 Weeks
Glory Immunity- (Passive Ability, Other: Living Legend) Possessor gains Glory Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Glory Resistance, Living Legend, Level 20
Cost: 500,000 Gold, 2 Weeks
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Glory Synchronization, 5 other Living Legend abilities
Cost: 400,000 Gold, 3 Weeks
Greater Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Glory, Living Legend
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Glory
Cost: 500,000 Gold, 2 Weeks
Improved Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
Requires: Apprentice Defenses Against Glory, Basic Glory Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +2,000 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Apprentice Glory Synchronization, Improved Defenses against Glory, Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 10% Glory Resistance
Requires: Apprentice Glory Resistance, Basic Defenses against Glory
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +250 to all stats
Requires: Improved Command of Glory, Apprentice Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Infinite Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor gains the element Glory while in Living Legend stances
Requires: Meditative Assumption of Glory, Adept Glory Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Requires: Champion of the Tales, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks
Legends Are Always Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, is unique, and dies, possessor may sacrifice possessor's buff slots to give a willing a buff that provides 3 buff slots that does not stack
Requires: Empowered by the Stories
Cost: 3,000,000 Gold, 2 Weeks
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Requires: Cannot Die A Mundane Death, A Legend Unequaled, Legends Do Not Falter, The Stories Remember What Is Gone, Uplifted By Glory, Nourished By Glory, Empowered By Glory, Meditative Assumption of Glory, Level 40
Cost: 15,000,000 Gold, 2 Weeks
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Requires: A Titan Among Men, Apprentice Weaponization of Glory, Living Legend
Cost: 2,000,000 Gold, 2 Weeks
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Requires: Basic Glory Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Requires: Footnotes Without Consequence, Level 40
Cost: 5,000,000 Gold, 2 Weeks
Nourish Glory- (Passive Ability, Other: Living Legend) Whenever possessor deals HP or MP healing to an Glory element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Glory, Nourished by Glory
Cost: 200,000 Gold, 2 Weeks
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
Nullify Glory- (Passive Ability, Other: Living Legend) Possessor may remove the element Glory from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Glory-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Glory-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Glory from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Glory Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow of Glory- (Passive Ability, Other: Living Legend) Possessor gains +5% Dodge against Glory element individuals
Requires: Improved Defenses Against Glory, Improved Understanding of the Heart of Glory, Defenses that Utilize Glory
Cost: 200,000 Gold, 2 Weeks
Project Glory- (Passive Ability, Other: Living Legend) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Glory
Requires: Improved Weaponization of Glory
Cost: 3,000,000 Gold, 2 Weeks
Reflect Glory- (Passive Ability, Other: Living Legend) Possessor Reflects Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Stability Within Glory- (Passive Ability, Other: Living Legend) Possessor gains 25% minor negative status effect resistance while in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory, Defenses that Utilize Glory
Requires: 500,000 Gold, 2 Weeks
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
Requires: Legends Do Not Falter
Cost: 3,000,000 Gold, 2 Weeks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Requires: Armed With Legends
Cost: 5,000,000 Gold, 2 Weeks
Understanding of the Bonds of Glory- (Passive Ability, Other: Living Legend) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Glory element individual
Requires: Improved Understanding of the Heart of Glory
Cost: 200,000 Gold, 2 Weeks
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
130 of her 143 Bonus Weeks, leaving a mere 13. RIP, I barely knew ye.
103,565,000 Gold. El pays, again.
15 Spheres from Celas, 30 Purity from Dulcinea again.This costs 22 Weeks, the remaining 2 come from her Generic Bonus Week stash, leaving 11.Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Requires: Combat Arts Casting I
Cost: 100,000 Gold, 2 Weeks
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Requires: Combat Arts Casting II, Apprentice Combat Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks
Costs: 6,530,000 Gold.
She starts training in real time, on Track A:Takes 104 Weeks, Finishing on XAccurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warrior, 50 other Warrior Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 4 Weeks
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Requires: Basic Combat Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Requires: Apprentice Combat Arts Attunement
Cost: 175,000 Gold, 3 Weeks
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Requires: Basic Combat Arts Attunement, Basic Merchant Proficiency
Cost: 100,000 Gold, 3 Weeks
Melee Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack action that deals HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, action, up to 10 times per round
Requires: Earth Chaser (Melee), Air Chaser (Melee), Fire Chaser (Melee), Water Chaser (Melee), Light Chaser (Melee), Darkness Chaser (Melee), Physical Chaser (Melee), Psychic Chaser (Melee), Magic Chaser (Melee), Technology Chaser (Melee), Electrical Chaser (Melee), Acid Chaser (Melee), Ice Chaser (Melee)
Cost: 125,000 Gold, 3 Weeks
Acid Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Air Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Air element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Earth Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Electrical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Ice Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Costs 11,470,000 Gold. El pays that, too.
She starts training in real-time on Track B:Costs: 523,200,000 GoldBlades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Blades of the Wolf Pack, Wolf Takedown, Howling Rage, Wolf Hunts With Allies, Wolf's Sudden Lunge
Cost: 500,000 Gold, 2 Weeks
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Requires: Wolf Style, Warrior, Swordsman
Cost: 200,000 Gold, 2 Weeks
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Requires: Elementalist, Pyromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Inferno Explosion Strike, Flame-Limned War Arts, Flame Wheel Kick, Flame-Stoking Jab Flurry, Exhale Shield of Blistering Flames
Cost: 1,000,000 Gold, 2 Weeks
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Requires: Diviner, Shrine Maiden, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Revelation-Mirror Blow, Awakened Mind Guiding Hand, Third-Eye Inevitable Strike, Blinding the Supernal, Oracular Combat Practices
Cost: 25,000,000 Gold, 2 Weeks
Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks
Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Requires: Snake Style, Warrior, Shadow Blade
Cost: 200,000 Gold, 2 Weeks
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Monk, 50 other Monk Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats and gains the element Glory.
Requires: Living Legend, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks
Shield of Shining Legends- (Technique Ability, Monk) Possessor may use 'Shield of Shining Legends' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Unconquered Master Style' stance. Said action provides its performer with a non-stacking buff that provides +(1,000 * its performer's Fame, to a max of 100 Fame) Defense while its possessor is Glory element that lasts a number of rounds equal to its source's Fame.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Single Killing Blow- (Technique Ability, Monk) Possessor may use 'Single Killing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action, to a max of once per battle, if targeting a single opposing target (inflicts Instant Death on its target if said target is non-unique and deals 100,000,000 additional Damage to its target if its target is unique).
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Final Triumph Impact- (Technique Ability, Monk) Possessor may use 'Final Triumph Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack and applies a debuff to entities that it kills that makes them unable to be resurrected by sources of lower Level than its performer that are below Level 80, with said debuff being unable to be removed by sources of lower Level than its creator that are below Level 80.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Body of Legends- (Passive Ability, Monk) Possessor gains +1,000,000 to all stats and is Immune to entities below Level 40 while in 'Unconquered Master Style' stance.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Army-Destroying Strike- (Technique Ability, Monk) Possessor may use 'Army-Destroying Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack, cannot target unique opponents of its caster, targets all non-unique opponents of its caster, unsummons all of its targets, and has a 50% chance of inflicting Instant Death on non-unique targets of lower Level than its performer.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Master of Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats while in 'Unconquered Master Style' stance, possessor counts as possessing 7 additional Living Legend abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Single Killing Blow, Shield of Living Legends, Army-Destroying Strike, Final Triumph Impact, Body of Legends
Cost: 100,000,000 Gold, 2 Weeks
Unconquered Master Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Sword while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Unconquered Master Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Unconquered Master Style'.
Requires: Unconquered Master Style, Adept Combat Arts Training, Adept Sword Training
Cost: 50,000,000 Gold, 2 Weeks
Takes: 74 Weeks.
Track A finishes on 2025-06-11
Track B Finishes on 2024-11-13
This post costs El, in total: 644,765,000 Gold.
She also gains the awards:
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Attunement Book: Warrior
But lo! In His blessed magnanimity,
[11:47 PM]Gadigan: Oof
[11:47 PM]Gadigan: Sorry
[11:47 PM]Gadigan: If you've got the time stamp tracked this well
[11:47 PM]Gadigan: Take a pile of bonus weeks towards whatever you can figure that tracker was for
So the good news is that my pathological bookkeeping is really helpful here! I know the exact start date and difference between then and now for track A, and track B was completely, uh, complete, and has its full duration marked down! That's 76 Weeks for Track B, and 74 Weeks for Track A, which are going to be used to buy (a fixed version of- Warrior needed to be learned first, Living Legend and Monk in Real-Time) the abilities in this post! The gold costs and week totals are unchanged, only the order gets rearranged. End date for track A should be unchanged? (Edit: +5 days. 2025-06-16)
Anathema will also claim her Samurai Detective Bonus Weeks for December 2024 in Elemental Researcher, while I'm at this.
She'll start training
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Requires: Knowledge of Esoteric Elements, The class-name abilities of 5 different non-base element-based classes
Cost: 100,000,000 Gold, 60 Weeks
(She possesses Archpoisoner of 1000 Venoms, Count of Blood, Living Legend, Reality Arranger, and Temporal Primarch and is thus valid for it)
Cashing in those 4 weeks brings training down to 56 Weeks, finishing on 2025-12-29, but I'm going to be cashing in bonus weeks for it every month hopefully so it'll finish faster. Potentially as soon as 2025-07-14 if I don't forget any. Sorry future-Cael!
Uh, let's get July's Elemental Researcher Weeks claimed and applied towards that while I'm here. New End date 2025-12-01. Whee.
So. All that Warrior-Living Legend-Monk training finished up back on June 16.
Let's get some new training going to finish the road to Master Sword!
As of current updates, Anathema has 176 known Swordsman (and Unified Kensei) abilities! We add in 16 more for Wolf and Unconquered Master style Weapon additions to get to 192 of our targeted 251. Means we need 59 more. Which is awesome! The end is in sight!
...however, I totally never actually did the remaining base element techniques for swordsman. Gotta Sphere+Text up to classname. Whoops. That's too much effort for a late-night post, so I'm gonna punt. Sorry, future-me. But we can still get this ball rolling!
So she starts learning on Track B:
Legendary Slash- (Technique Ability, Swordsman) Possessor may use 'Legendary Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Glory element, and gains '50% inflicts Awestruck: Myth-Eaten'.
Requires: Triumphant Slash, Adept Sword Training, Adept Glory Synchronization, Level 40
Cost: 500,000 Gold, 2 Weeks
Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Requires: Mana Blade
Cost: 80,000 Gold, 1 Week
Essence-Warped Strike- (Technique Ability, Kensei) Possessor may use 'Essence-Warped Strike' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Any moderate negative status effect infliction chance that said action possesses may be exchanged for an equal chance of inflicting a different moderate negative status effect.
Requires: Meditation of the Magic Blade, Infuse Blade
Cost: 400,000 Gold, 2 Weeks
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Requires: Sword Arts Casting II, Apprentice Sword Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Requires: Mana Blade
Cost: 100,000 Gold, 2 Weeks
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 200,000 Gold, 2 Weeks
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Requires: Basic Sword Arts Training
Cost: 60,000 Gold, 2 Weeks
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Requires: Practiced Cutting Flies in Half
Cost: 60,000 Gold, 2 Weeks
Residual Sword-Charging- (Passive Ability, Kensei) Whenever possessor conducts a 'Melee Attack' or 'Overdrive' action that involves the casting of a Sword Arts spell, possessor may choose to apply a buff that stacks 5 times to one of possessor's equipped Sword weapons that possesses a Magical Attack bonus that adds the elements of one Sword Magic spell that was used in said action to said Sword's elements (discounting the element Universe), with said buff lasting 5 rounds
Requires: Magic Sword, Infuse Blade
Cost: 5,000,000 Gold, 2 Weeks
Strike Like Air- (Passive Ability, Kensei) Possessor gains +5% To Hit (to a max of 200%) with 'Melee Attack' actions if possessor has an Air element Sword and an Air element Sword Arts spell equipped
Requires: Apprentice Sword Arts Attunement, Practiced Swordsman
Cost: 120,000 Gold, 4 Weeks
Superior Bladesman's Art- (Technique Ability, Kensei) Possessor's 'Melee Attack' and 'Attack with Finesse' actions gain '2 hits against 1' against targets 5 or more Levels lower than possessor if possessor has a Sword and at least 5 Sword Arts spells equipped.
Requires: Kensei, Sword Arts Casting II, Strike Like Air, Ready Blade
Cost: 20,000,000 Gold, 3 Weeks
Sword Echo- (Technique Ability, Kensei) Possessor may use 'Sword Echo' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, has a buff from a Kensei ability, and no other technique is used. If an attack that is part of said action misses, said action's user may remove one stacked instance of a buff from a Kensei ability to recalculate the attack's miss chance up to 100 times.
Requires: Meditation of the Sword's Fury, Infuse Blade
Cost: 400,000 Gold, 2 Weeks
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Requires: Meditation of the Magic Blade, Infuse Blade
Cost: 200,000 Gold, 2 Weeks
Tingly Sword Strikes- (Passive Ability, Kensei) When possessor conducts an action that incorporates the Melee Attack bonus of a Sword possessor is wielding, possessor may pay 15 MP to give that action a 15% chance of inflicting Paralyzed
Requires: Mana Blade
Cost: 60,000 Gold, 2 Weeks
Wave-Cutting Motion- (Passive Ability, Kensei) Possessor gains +350 Ranged Attack and +350 Magical Attack if possessor is wielding a Sword
Requires: Mana Blade
Cost: 60,000 Gold, 2 Weeks
Cost: 27,300,000 Gold (Bill EL), takes 32 Weeks, will finish on 2026-02-16
is 15 more abilities towards Master! 207/251
Celas
Anathema
His Solar Majesty, El
Elyion
ZE GRAND MAESTRO
Enigmatic Rogues, Demosthenes
Knights of the Orders, Jonathan Durandal, Niki Bailong
Anathema
His Solar Majesty, El
Elyion
ZE GRAND MAESTRO
Enigmatic Rogues, Demosthenes
Knights of the Orders, Jonathan Durandal, Niki Bailong
-
Kitsune106d
- Arena Lieutenant
- Posts: 964
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: Ability Shop
Kitsune106d wrote: ↑Sat Dec 07, 2024 1:19 pm Kit:
Track A:
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Requires: Blessed Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week
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
Aura Wearer I- (Passive Ability, Auramancer) Possessor gains +5 to all stats when possessor has a Aura equipped
Requires: Basic Aura Mastery
Cost: 20,000 Gold, 2 Weeks
Aura Wearer II- (Passive Ability, Auramancer) Possessor gains +25 to all stats when possessor has a Aura equipped, Possessor gains +50 Defense when possessor has a Aura equipped
Requires: Aura Wearer I
Cost: 60,000 Gold, 2 Weeks
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Requires: Shared Blessed Aura
Cost: 300,000 Gold, 2 Weeks
Charitable Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing a copy of a single-stat-increasing portion of a buff present on possessor, with said new buff providing a max of +2,000 to any one stat
Requires: Abjurer OR Healer, Aura of Gifts
Cost: 400,000 Gold, 2 Weeks
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Requires: Basic Aura Mastery
Cost: 10,000 Gold, 2 Weeks
Miasmatic 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 Disease on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Positive Aura Resonance: Agility- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 AGI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Constitution- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 CON that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Mind- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 MIN that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Spirit- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 SPI that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Positive Aura Resonance: Strength- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 STR that stacks 5 times
Requires: Aura of Gifts
Cost: 300,000 Gold, 2 Weeks
Radiating Attractive Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Charm on up to 15 targets
Requires: Attractive Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Requires: Baleful Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Lurid Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Poison on up to 15 targets
Requires: Lurid Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Miasmatic Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Disease on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Numbing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Paralyzed on up to 15 targets
Requires: Numbing Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Requires: Patterned Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Somnolent 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 Fatigued on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Stinging 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 Pain on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Radiating Stinging Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Pain on up to 15 targets
Requires: Stinging Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Requires: Vexatious Aura, Offensive Aura Amplification
Cost: 60,000 Gold, 1 Week
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
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Requires: Shared Aura Protection
Cost: 60,000 Gold, 2 Weeks
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Requires: Vitalizing Aura, Shared Aura Protection
Cost: 60,000 Gold, 1 Week
Wizardly Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Requires: Auramancer, Wizard
Cost: 300,000 Gold, 2 Weeks
will learn it on Thursday, October 23, 2025.
costing: 46 weeks, and costing
3,560,000 gold
Track B:
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel 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
Will elarn on 12/21/2024. Costing 20,000 gold
total of 3,580,000 gold.
This has concluded.
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
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: 964
- Joined: Fri Mar 19, 2021 9:03 pm
- Location: Florida, US
Re: Ability Shop
Kit:
Kit will learn drop the war command
Highly Capable- (Passive Ability, Monk) Possessor gains +5,000 STR, +5,000 AGI, +5,000 CON, +5,000 MIN, and +5,000 SPI, Possessor gains 100% Stat Drain Resistance, Possessor counts as possessing three additional abilities (including for prerequisite purposes) in each class that possessor possesses at least one ability in
Kit will learn:
Track A:
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 Gold, 2 Weeks
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 2 Weeks
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Temporal Primarch, Establish Dimensional Portal
Cost: 60,000,000 Gold, 2 Weeks
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Requires: Establish Temporal Portal
Cost: 30,000,000 Gold, 2 Weeks
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Requires: Chrononaut, Explorer OR Detective OR Diviner
Cost: 30,000,000 Gold, 2 Weeks
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks
Officer in the Time Police- (Passive Ability, Other: Temporal Primarch) Whenever an individual conducts a Time element action, possessor may choose to have a 40% chance of afflicting said individual with Entombed: Incarcerated
Requires: Police Officer, Detect Time, Establish Temporal Portal, Personal Time-Preservation, Visualise Nearby Timelines
Cost: 30,000,000 Gold, 2 Weeks
Establish Temporal Prison- (Passive Ability, Other: Temporal Primarch) Whenever possessor would afflict an individual 20 or more Levels lower than possessor with Entombed: Incarcerated, possessor may instead afflict said individual with Petrified: Time Stop
Requires: Officer in the Time Police
Cost: 30,000,000 Gold, 2 Weeks
Temporally-Shackling Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Shackling Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action's first hit per target gains a 25% chance of causing each of its targets who is not higher Level than possessor, is not Immune to Petrified: Time Stop, does not Resist, Absorb, or Reflect Time, is not Immune to Time, and is not Level 80 or greater to skip its next action (to a max of 4 actions skipped in said manner in a row).
Requires: Establish Temporal Prison, Hammer of Langerous Years
Cost: 60,000,000 Gold, 2 Weeks
Costing: 256,430,00 Gold, 38 weeks
finishes on Thursday, September 18, 2026.
Track B:
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against War- (Passive Ability, Warmaster) Possessor gains +50 Defense against War
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of War- (Passive Ability, Warmaster) Possessor's War element allies gain +10 to all stats
Requires: Basic Command of War
Cost: 40,000 Gold, 2 Weeks
Basic War Resistance- (Passive Ability, Warmaster) Possessor gains 1% War Resistance
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Requires: Basic War Synchronization, 3 other Warmaster abilities
Cost: 125,000 Gold, 2 Weeks
Basic Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +50 to all stats
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Costing 365,000 gold and 14 Weeks.
Finishes on: Friday, April 3rd , 2026
Kit will learn drop the war command
Highly Capable- (Passive Ability, Monk) Possessor gains +5,000 STR, +5,000 AGI, +5,000 CON, +5,000 MIN, and +5,000 SPI, Possessor gains 100% Stat Drain Resistance, Possessor counts as possessing three additional abilities (including for prerequisite purposes) in each class that possessor possesses at least one ability in
Kit will learn:
Track A:
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 Gold, 2 Weeks
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Wanderer, Ritualist, Scholar of Dimensions
Cost: 15,000,000 Gold, 2 Weeks
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Requires: Temporal Primarch, Establish Dimensional Portal
Cost: 60,000,000 Gold, 2 Weeks
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Requires: Establish Temporal Portal
Cost: 30,000,000 Gold, 2 Weeks
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Requires: Chrononaut, Explorer OR Detective OR Diviner
Cost: 30,000,000 Gold, 2 Weeks
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks
Officer in the Time Police- (Passive Ability, Other: Temporal Primarch) Whenever an individual conducts a Time element action, possessor may choose to have a 40% chance of afflicting said individual with Entombed: Incarcerated
Requires: Police Officer, Detect Time, Establish Temporal Portal, Personal Time-Preservation, Visualise Nearby Timelines
Cost: 30,000,000 Gold, 2 Weeks
Establish Temporal Prison- (Passive Ability, Other: Temporal Primarch) Whenever possessor would afflict an individual 20 or more Levels lower than possessor with Entombed: Incarcerated, possessor may instead afflict said individual with Petrified: Time Stop
Requires: Officer in the Time Police
Cost: 30,000,000 Gold, 2 Weeks
Temporally-Shackling Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Shackling Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action's first hit per target gains a 25% chance of causing each of its targets who is not higher Level than possessor, is not Immune to Petrified: Time Stop, does not Resist, Absorb, or Reflect Time, is not Immune to Time, and is not Level 80 or greater to skip its next action (to a max of 4 actions skipped in said manner in a row).
Requires: Establish Temporal Prison, Hammer of Langerous Years
Cost: 60,000,000 Gold, 2 Weeks
Costing: 256,430,00 Gold, 38 weeks
finishes on Thursday, September 18, 2026.
Track B:
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against War- (Passive Ability, Warmaster) Possessor gains +50 Defense against War
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of War- (Passive Ability, Warmaster) Possessor's War element allies gain +10 to all stats
Requires: Basic Command of War
Cost: 40,000 Gold, 2 Weeks
Basic War Resistance- (Passive Ability, Warmaster) Possessor gains 1% War Resistance
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Requires: Basic War Synchronization, 3 other Warmaster abilities
Cost: 125,000 Gold, 2 Weeks
Basic Command of War- (Passive Ability, Warmaster) Possessor's War element pets and summons gain +50 to all stats
Requires: Basic War Synchronization
Cost: 40,000 Gold, 2 Weeks
Costing 365,000 gold and 14 Weeks.
Finishes on: Friday, April 3rd , 2026
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
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
- The Nottest of Daves
- High Plains Drifter
- Posts: 1324
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Ability Shop
That's all done, and apparently I forgot about it for muchtimes.The Nottest of Daves wrote: ↑Mon Jul 07, 2025 5:19 am
This queue is complete!
New Queue:To complete in 16 Weeks, on 2025-10-26Apprentice Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Box equipped
Requires: Basic Box Training, 3 other Boxmeister abilities
Cost: 125,000 Gold, 2 Weeks
Boxmeister- (Passive Ability, Other: Boxmeister) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Box equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Box equipped
Requires: Apprentice Box Training, 10 other Boxmeister abilities
Cost: 125,000 Gold, 4 Weeks
Box Wielding I- (Passive Ability, Other: Boxmeister) +5 to all stats when a Box is equipped
Requires: Basic Box Training
Cost: 20,000 Gold, 2 Weeks
Box Wielding II- (Passive Ability, Other: Boxmeister) +25 to all stats when a Box is equipped, +50 Magical Attack when a Box is equipped
Requires: Box Wielding I
Cost: 60,000 Gold, 2 Weeks
Charming Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Charming Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks
Debilitating Surprise!- (Technique Ability, Other: Boxmeister) Possessor may use 'Debilitating Surprise!' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Box equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Box Training
Cost: 300,000 Gold, 2 Weeks
Improved Charming Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Charming Surprise!' technique has its chance of inflicting Charm increased to 30%
Requires: Charming Surprise!
Cost: 10,000 Gold, 1 Week
Improved Debilitating Surprise!- (Passive Ability, Other: Boxmeister) Possessor's 'Debilitating Surprise!' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Surprise!
Cost: 10,000 Gold, 1 Week
Dulcinea pays 650,000 Gold.
Reviving this queue with the following:
Dulcinea pays 5,000,000 GoldAdept Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Elemental summon, Possessor's unmodified stats increase by 200 points if possessor is an Elemental
Requires: Conjurer, 50 other Conjurer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
To complete in 10 Weeks, on 2026-04-30
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- The Nottest of Daves
- High Plains Drifter
- Posts: 1324
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Ability Shop
Lurky is very behind! His times have gotten very betweened indeed!The Nottest of Daves wrote: ↑Wed Oct 12, 2022 2:50 amLurky has achieved Temporal Primarch-hood!The Nottest of Daves wrote: ↑Tue Jun 28, 2022 7:26 pmLurky begins the road to Temporal Primarch!The Nottest of Daves wrote: ↑Tue Jun 07, 2022 7:58 pm
NEW TRAINING GO
~DELVER OF THE FORBIDDEN~
Horrid Ululations- (Passive Ability, Delver of the Forbidden) Bardic Music spells cast by possessor increase the stats of Darkspawn by an additional 500 points as an effect that does not stack across multiple instances of the same spell that stacks 5 times across different spells
Requires: Apprentice Forbidden Magic Attunement, Bard, Ritualist, Herald of Lunacy
Cost: 100,000 Gold, 3 Weeks
Costing Dulcinea 100,000 Gold
TO COMPLETE IN 3 WEEKS, ON 2022-06-27
~TEMPORAL PRIMARCH~ [87-72 = 15 Weeks]
Apprentice Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Requires: Basic Time Synchronization, 3 other Temporal Primarch abilities
Cost: 125,000 Gold, 2 Weeks
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Requires: Apprentice Time Synchronization
Cost: 500,000 Gold, 2 Weeks
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Requires: Basic Zonal Acclimation of Time
Cost: 30,000 Gold, 1 Week
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Requires: Knowledge of Esoteric Elements
Cost: 100,000,000 Gold, 60 Weeks
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Requires: Basic Time Synchronization
Cost: 40,000 Gold, 2 Weeks
Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Requires: Basic Time Synchronization, Diviner
Cost: 3,000,000 Gold, 2 Weeks
Detect Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Requires: Apprentice Divining Attunement, Basic Time Synchronization
Cost: 100,000 Gold, 2 Weeks
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Requires: Asynchronous Timestream
Cost: 500,000 Gold, 2 Weeks
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Requires: Asynchronous Timestream, Basic Acceleration in Time's Domain
Cost: 300,000 Gold, 2 Weeks
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Time Synchronization, 10 other Temporal Primarch abilities
Cost: 125,000 Gold, 4 Weeks
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Requires: Temporal Primarch, Time Mage
Requires: 5,000,000 Gold, 5 Weeks
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Time Synchronization, 5 other Temporal Primarch abilities
Cost: 400,000 Gold, 3 Weeks
Lurky spends his 72 Bonus Weeks, meaning this plan completes in 15 Weeks, on 2022-10-11
Lurky pays 110,120,000 Gold.
Lurky will also achieve the ability to spin out Astromancer Spheres during this training plan, and will utilize the Volatilis (Expert Wanderer) -> Dulcinea (Adept Geomancer) -> Lurky (Astromancer) chain to make Basic, Improved and Greater Astromancer spheres, making this training plan shorter
~ASTROMANCER~ [71-20 = 50]
Astrologer- (Passive Ability, Astromancer) Possessor gains +5% To Hit, Possessor gains +2,000 to all stats if possessor has an Empowered Constellation set, Possessor gains +15% To Hit against targets that possess an Astral Magic buff, debuff, or status effect
Requires: Astromancer, Diviner
Cost: 1,000,000 Gold, 2 Weeks
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 4 Weeks
Astronomer- (Passive Ability, Astromancer) Possessor gains +500 MIN, Possessor gains +5% To Hit against Astral Beings, Possessor gains +5% To Hit if any individual in possessor's battlespace has an Empowered Constellation set or if possessor is in a Zone of Astral
Requires: Scientist
Cost: 700,000 Gold, 2 Weeks
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks
Can Sense the Stars through the Clouds- (Passive Ability, Astromancer) Sources below Level 40 cannot prevent possessor from benefiting from the effects of Empowered Constellations that possessor or possessor's allies have set.
Requires: Diviner, Navigate by the Stars, Apprentice Astral Magic Attunement
Cost: 3,000,000 Gold, 2 Weeks
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks
Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks
Guided By the Stars- (Passive Ability, Astromancer) At the start of each round, possessor may, provided no individual of Level 60 or greater or that is 20 or more Levels greater than possessor who is either in the battlespace possessor is entering or the battlespace possessor is leaving objects, choose to enter a battlespace that contains an individual who has an Empowered Constellation set or that contains a Zone of Astral
Requires: Read Astral Omens, Wanderer
Cost: 2,000,000 Gold, 2 Weeks
Heralded By Omens- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and inflict Favored, Augmented, or Elevated on all allies in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Guided By the Stars
Cost: 2,000,000 Gold, 2 Weeks
Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks
Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks
Preceded By Ominous Astral Signs- (Passive Ability, Astromancer) At the start of a round, possessor may choose a battlespace that possessor is not in and have a 100% chance of inflicting Hexed, Confusion: Fear, or Stat Drain on all opponents in that battlespace; if possessor does not enter that battlespace before the end of the round after the round on which this is chosen, all status effects inflicted by this ability are removed and this ability loses its text as a non-stacking debuff that cannot be removed by sources below Level 80
Requires: Heralded By Omens, Constellation Power Boost
Cost: 2,000,000 Gold, 2 Weeks
Read Astral Omens- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor gains +500 MIN, +500 SPI, +5% To Hit, and +5% Dodge
Requires: Star Charter, Astrologer
Cost: 500,000 Gold, 2 Weeks
Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Shift Constellation- (Active Ability, Astromancer) Possessor may spend an action to transfer an Empowered Constellation from being set for possessor to being set for one of possessor's allies in its first phase; this transfer ignores 'caster only' as a restriction on the transfer of effects but does not ignore other restrictions and treats casting requirements as additional restrictions.
Requires: Twin-Constellation Link, Widen Astral Magic I
Cost: 3,000,000 Gold, 2 Weeks
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks
Widen Astral Magic I- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 100 additional targets.
Requires: Astral Magic Casting II
Cost: 500,000 Gold, 2 Weeks
Widen Astral Magic II- (Passive Ability, Astromancer) Astral Magic spells cast by possessor that are able to target at least 10 targets may target 10,000 additional targets.
Requires: Widen Astral Magic I, Focused Astral Magic Casting, Astromancer
Cost: 5,000,000 Gold, 2 Weeks
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks
Zodiac Link- (Passive Ability, Astromancer) All of possessor's allies who have the same Empowered Constellation set as possessor obtain +5,000 to all stats as a non-stacking bonus
Requires: Astrologer, Heralded By Omens, Shift Constellation, Widen Astral Magic II, Channeler
Cost: 6,000,000 Gold, 2 Weeks
Zodiac Strike- (Technique Ability, Astromancer) Possessor may use 'Zodiac Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Magical Attack', 'Overdrive', 'Ranged Attack', or 'Ranged Overdrive' action so long as no other technique is used and one of possessor's allies who has the same Empowered Constellation set as possessor attacked each non-caster target of the attack earlier in the same round. Said action deals 60,000 Astral Damage in addition to other Damage it deals.
Requires: Zodiac Link, Wielder of Astrological Weapons
Cost: 6,000,000 Gold, 2 Weeks
Zodiac Ward- (Technique Ability, Astromancer) Possessor gains 5% Resistance to the Damage dealt by attacks that come from sources below Level 60 that come from sources that are not higher Level than possessor that fail to target every ally of possessor who has at least one Empowered Constellation set that possessor also has set.
Requires: Zodiac Link, Shielded by the Stars
Cost: 6,000,000 Gold, 2 Weeks
~CAPTAIN~ [18-1 = 17]
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Requires: Navigator, Knowledge of Basic Hyperspace Theory
Cost: 600,000 Gold, 2 Weeks
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Requires: Captain, Hyperspace Navigation, Wanderer, Apprentice Leadership Attunement
Cost: 2,000,000 Gold, 2 Weeks
~COMMANDER~ [4]
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Requires: Apprentice Leadership Attunement, 10 other Commander abilities
Cost: 125,000 Gold, 4 Weeks
~GEOMANCER~ [2]
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
~SCIENTIST~ [15]
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Requires: No Prerequisites
Cost: 1,000,000 Gold, 3 Weeks
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Requires: Knowledge of Basic Scientific Theory, Basic Hypertech Attunement
Cost: 400,000 Gold, 2 Weeks
~STARKEEPER~ [24]
Apprentice Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Starkeeper Knowledge, 3 other Starkeeper abilities
Cost: 125,000 Gold, 2 Weeks
Astral Being Calling I- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +20 to all stats
Requires: Astral Being Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling II- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +200 HP
Requires: Astral Being Calling I
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling III- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +500 MP
Requires: Astral Being Calling II
Cost: 40,000 Gold, 2 Weeks
Astral Being Calling IV- (Passive Ability, Starkeeper) Possessor's Astral Being summons gain +2,000 HP and +4,000 MP
Requires: Astral Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 40% Charm Resistance
Requires: Basic Astral Being Loyalty Training, Apprentice Starkeeper Knowledge
Cost: 100,000 Gold, 2 Weeks
Astral Being Training I- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +20 to all stats
Requires: Basic Starkeeper Knowledge
Cost: 60,000 Gold, 2 Weeks
Astral Being Training II- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +100 to all stats
Requires: Astral Being Training I
Cost: 100,000 Gold, 2 Weeks
Basic Astral Being Loyalty Training- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain 20% Charm Resistance
Requires: Astral Being Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: No prerequisites
Cost: 100,000 Gold, 2 Weeks
Starkeeper- (Passive Ability, Starkeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Astral Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Astral Being pets and summons per Level of possessor
Requires: Apprentice Starkeeper Knowledge, 10 other Starkeeper abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: COSMIC RULER~ [21]
Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Acceleration Within Astral's Dominion- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Astral
Requires: Basic Zonal Acclimation of Astral
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Astral- (Passive Ability, Other: Cosmic Ruler) Whenever possessor obtains Astral element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Astral Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 50 points
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 to all stats while in a Zone of Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks
Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks
TOTALING 133 WEEKS, TO COMPLETE ON 2025-04-29
Dulcinea pays
15 Essence Sphere: Botanist
30 Purity
Lurky pays
1 Captain Week
48,310,000 Gold
Lurky gains:
Has Consumed 5 Attunement Book: Astromancer
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer
Dulcinea pays 500,000 GoldMentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities
Cost: 125,000 Gold, 4 Weeks
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Psychic Synchronization, 10 other Mind Lord abilities
Cost: 125,000 Gold, 4 Weeks
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ice Synchronization, 10 other Snow Queen abilities
Cost: 125,000 Gold, 4 Weeks
To complete in 12 weeks, on 2026-05-16
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
- The Nottest of Daves
- High Plains Drifter
- Posts: 1324
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Ability Shop
Anaximander Lambda-Sigma-1 resumes training!
To complete in 22 weeks, on 2026-07-25
Dulcinea pays 1,128,000 GoldDetective- (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 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
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bosses 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 received a fake stat-scan result if possessor has received said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 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 22 weeks, on 2026-07-25
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition