Pathaky wrote:Postby Pathaky » Thu Jan 03, 2019 7:40 pm
HOLD ONTO YOUR HATS
THE ABILITY SHOP IS ☼UPDATED☼
Notes for the general public and myself:
To Do:
-Update Of The Tales Marks into the ability shop
-Add newly approved templated elements to the shop once templated and approved
references from previous:
Note about Cyaelia and Advanced Understanding of the Heart of Mystic re: needing to learn it as soon as it exists
viewtopic.php?p=163783#p163783
Postby Lord Gadigan » Tue Oct 23, 2018 9:52 pm
8:27 PM] Ordo Hereticus: viewtopic.php?f=23&t=4017&p=123721&hilit=ability+shop+true+magic+cyaeilia#p123721
Post of the naughtiness, as True Magic (and it's post-req Grand Unifying Theorem) are as-yet unpurchaseable
Combos that are now in question:
Small Artificial Sun + Codex of the Ancients = Star of Magic (True Magic)
Mythic Palace of Raining Coins and Abundant Treasures = Citadel of the Ancient Wiseman (True Magic)
Landseal = Arcane Dominion (True Magic)
[9:25 PM] Gadigan: I'm not sure what happened back during that huge pile
[9:25 PM] Gadigan: This will require investigation in the future, but the most likely result is going to be me just letting that have happened since it's in a complicated pile and he's inactive
[9:26 PM] Ordo Hereticus: k
[9:26 PM] Ordo Hereticus: Just wanted to make sure that you knew what happened when I noticed that
[9:31 PM] Gadigan: Thank you
[9:31 PM] Gadigan: Maybe we'll force the missing prereq through on Cy as her next purchase once it gets statted out
NEW MESSAGES
[9:31 PM] Ordo Hereticus: sounds reasonable
=================
So yeah, rolling with that. Whenever I make the Advanced Understanding of the Heart of Mystic ability, Cyaelia has to learn it.
A promissory note for a payment via Riot and Kit regarding Gold Leaf Dragon Fights
viewtopic.php?p=163918#p163918
Postby riotofblood » Sun Oct 28, 2018 9:37 pm
Kit uses:
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
And makes the Challenge for TSG who consumes it immediately. Under the condition that he will not replicate the ability for anybody else without Kit's permission.
Edit- Also to paid within 1 year from today:
8 billion gold
250 | Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold)
250 | Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
250 | Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
50 | Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
50 | Majesty Core- (Accessory, Other: Mystic Infusion, Glory & Wealth, 800,000,000 Gold) +800,000 to all stats, Wielder is Immune to individuals below Level 40, Wielder is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater, Wielder becomes solely Glory & Wealth element, Wielder must be Level 40 or greater
50 | Single Leaf of Radiant Gold that Whispers to the Mind- (Permanent Consumable, Permit, Glory & Wealth, 1 Charge, X Gold) Grants the ability ‘Permitted to Battle The Lord of the Gold Leaf Throne’ and the award 'Has Unlocked the Category Special Fights X-1 in the Warehouse'
This allows Riots people to be able to get the items from the dragons as well.
riotofblood wrote:+uPdAtEd!+
+Just The Top Part!
Will update again when all items/gold have been paid to Kit.
+
New references and notes:
Underdog, you have Underdog learning Unified Knowledge of Spatial and Gate Magic, but I can't find Basic Spatial Magic Attunement on your sheet or on record in the shop. I've refunded you the two Wanderer weeks.
viewtopic.php?p=164974#p164974
Postby Underdog » Sun Dec 02, 2018 10:39 pm
Underdog Track B
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Underdog will start this training on 10/19/18 and be finished on November 30th
Resources used
520,000 | Gold
http://gad.tfsnewworld.com/forum/viewto ... 02#p163702
Above Training has been completed
Underdog Track B
Underdog will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to created attunement books for:
1. Wanderer (TSG has Adept)
Underdog uses spheres from himself and spins them off of Lili von Mion and Darston to create Improved/Greater Essence Spheres for the following classes and uses the people next to the classes to transform them to the correct class:
(Lili has Expert in: Psychic and Rune Mage)
(Darston has Expert in: Blazing Sultan, Swordsman, and Chef)
1. Wanderer (TSG has Adept)
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Requires: Basic Gate Magic Attunement, 3 other Wanderer abilities
Cost: 125,000 Gold, 2 Weeks
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Requires: Enjoys Travelling, Apprentice Gate Magic Attunement
Cost: 100,000 Gold, 1 Week
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 3 Weeks
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Requires: Short-Distance Self-Teleportation
Cost: 200,000 Gold, 2 Weeks
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Requires: Knowledge of Portals, Apprentice Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Requires: Journeyman's Steps
Cost: 80,000 Gold, 3 Weeks
[*]Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
This training will start on December 2nd and be finished on December 16th
Resources used:
6,130,000 | Gold
15 | Purity- (Item, Material, Light, 5,000,000 Gold)
20 | Wanderer Bonus Weeks (from Attunement Books and Spheres)
15 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Underdog, you say this learning totals 22 weeks. It's actually 28 weeks, 27 if you knock one off with your bonus week. I've adjusted the end date accordingly.
viewtopic.php?p=165361#p165361
Underdog Track A
http://gad.tfsnewworld.com/forum/viewto ... 57#p163957
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
This training takes a total of 26 weeks and Underdog will use 20 bonus weeks to reduce the require training time down to 6 weeks. This training starts October 29th and will be finished on December 10th
Resources used (from Character Sheet):
1,200,000 | Gold
15 | Botanist Spheres
15 | Purity
Awards-
Has Consumed 5 Attunement Book: Scholar
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Astromancer- Name, 23 | 3,225,000 | Gold
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
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
Draw Power From Multiple Constellations- (Passive Ability, Astromancer) Posssessor may have three Empowered Constellations set at a time
Requires: Greater Constellation Power Boost, Seer of Distant Stars, Scholar of Distant Worlds, Channel Leyline
Cost: 400,000 Gold, 3 Weeks
Greater Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Judgment of the Signs, Shielded by the Stars, Wielder of Astrological Weapons
Cost: 300,000 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: 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
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
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
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
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
This Training will start on December 25th and take 22 weeks (will be using the bonus week from Underdog sheet). It will be completed on May 28th, 2019
Elyion's posts here are in flux due to her reworking into El
viewtopic.php?p=164974#p164974
Postby Celas » Wed Dec 12, 2018 3:14 am
Elyion's Track A and Track B are both finished!
Basic Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +50 to all stats
Requires: Basic Mystic Synchronization
Cost: 40,000 Gold, 2 Weeks
(November 26, 2018)
Basic Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +10 to all stats
Requires: Basic Command of Mystic
Cost: 40,000 Gold, 2 Weeks
(December 10, 2018)
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks
(November 26, 2018)
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Requires: Basic Wealth Synchronization
Cost: 40,000 Gold, 2 Weeks
(December 10, 2018)
She starts training:
A:
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Requires: Spellcasting Technique
Cost: 200,000 Gold, 2 Weeks
B:
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Requires: Apprentice Wizard Magic Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks
Both to finish on December 26, 2018
(Celas Note: I counted those as just canceled, since they were incomplete at the time of the rework. Good to have the reference, though.)
El's posts are hanging (but valid), just waiting for the sheet to be finalized.
viewtopic.php?p=165829#p165829
Postby Celas » Wed Jan 02, 2019 12:38 am
With a 10 Sphere Assist from Celas and a bit of comboing (from Elyion if necessary), El starts his training journey!
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks
Costs 225,000 Gold
(Leaves 3 Monk Weeks)
Following which he cashes in from his stock of 300 class-based Bonus Weeks to learn
Absorb Physical- (Passive Ability, Kinetic Emperor) Possessor Absorbs Physical against sources below Level 20 if Level 20 or greater
Requires: Physical Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Physical Synchronization- (Passive Ability, Kinetic Emperor) Amounts of Physical element Damage possessor deals are increased by 10,000 points, Physical 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 Physical element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Kinetic Emperor, 50 other Kinetic Emperor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Physical
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical 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 Physical
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Requires: Basic Defenses Against Physical
Cost: 100,000 Gold, 2 Weeks
Apprentice Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 5% Physical Resistance
Requires: Basic Physical Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +100 to all stats
Requires: Apprentice Command of Physical, Basic Understanding of the Heart of Physical
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Physical
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Physical Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Physical- (Active Ability, Kinetic Emperor) Possessor may spend an action to summon 5 Elementals that are Physical element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Physical, Emanate Physical
Cost: 300,000 Gold, 2 Weeks
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Physical Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Basic Physical Synchronization, Basic Defenses against Physical, Basic Weaponization of Physical
Cost: 200,000 Gold, 2 Weeks
Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Requires: Apprentice Divining Attunement, Basic Physical Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Invocation of Physical' in conjunction with an 'Elemental Attack' action so long as possessor is Physical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Physical
Cost: 200,000 Gold, 2 Week
Emanate Physical- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element Damage to up to 10 targets
Requires: Absorb Physical, Physical Manipulation
Cost: 100,000 Gold, 2 Weeks
Empowered By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical 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 Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks
Greater Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Physical, Kinetic Emperor
Cost: 5,000,000 Gold, 2 Weeks
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Requires: Basic Weaponization of Physical
Cost: 80,000 Gold, 2 Weeks
Improved Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Physical
Cost: 500,000 Gold, 2 Weeks
Improved Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical 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 Physical, Basic Understanding of the Heart of Physical
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Requires: Apprentice Defenses Against Physical, Basic Physical Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +2,000 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Apprentice Physical Synchronization, Improved Defenses against Physical, Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks
Improved Physical Elemental Emanation- (Passive Ability, Kinetic Emperor) Possessor's 'Call Forth the Living Physical' ability may summon entities up to Level 20
Requires: Call Forth the Living Physical
Cost: 200,000 Gold, 2 Weeks
Improved Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 10% Physical Resistance
Requires: Apprentice Physical Resistance, Basic Defenses against Physical
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +250 to all stats
Requires: Improved Command of Physical, Apprentice Understanding of the Heart of Physical
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Requires: Apprentice Zonal Acclimation of Physical
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Physical Empowerment- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Physical
Requires: Empowered by Physical, Nourished by Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor gains the element Physical while in Kinetic Emperor stances
Requires: Meditative Assumption of Physical, Adept Physical Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Requires: Heavy Smack
Cost: 80,000 Gold, 2 Weeks
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Requires: Defenses that Utilize Physical
Cost: 2,000,000 Gold, 2 Weeks
Meditative Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor may choose, at the beginning of a thread, to become solely Physical element
Requires: Basic Physical Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Requires: Elemental Attack-Conversion: Physical
Cost: 500,000 Gold, 2 Weeks
Nourish Physical- (Passive Ability, Kinetic Emperor) Whenever possessor deals HP or MP healing to an Physical element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Physical, Nourished by Physical
Cost: 200,000 Gold, 2 Weeks
Nourished By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks
Nullify Physical- (Passive Ability, Kinetic Emperor) Possessor may remove the element Physical from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Physical-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Physical-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Physical from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Physical Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Physical- (Passive Ability, Kinetic Emperor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Wounded
Requires: Basic Physical Resistance, Basic Weaponization of Physical
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains 5% Wounded Resistance
Requires: Basic Physical Resistance
Cost: 40,000 Gold, 2 Weeks
Physical Battle-Aura- (Stance Ability, Kinetic Emperor) Possessor deals 10,000 Flat Physical element Damage to each opponent at the start of each round
Requires: Emanate Physical, Improved Weaponization of Physical
Cost: 200,000 Gold, 3 Weeks
Physical Body Form- (Stance Ability, Kinetic Emperor) Possessor gains +200 Defense against Physical, Possessor gains 15% Physical Resistance, Possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Physical, Kinetic Emperor, Basic Physical Resistance, Apprentice Understanding of the Heart of Physical, Apprentice Defenses Against Physical
Cost: 300,000 Gold, 3 Weeks
Physical Immunity- (Passive Ability, Kinetic Emperor) Possessor gains Physical Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Physical Resistance, Kinetic Emperor, Level 20
Cost: 500,000 Gold, 2 Weeks
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical 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 Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, 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 Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Physical Synchronization, 5 other Kinetic Emperor abilities
Cost: 400,000 Gold, 3 Weeks
Physical Momentum- (Passive Ability, Kinetic Emperor) At the start of each round that occurs immediately following a round during which possessor performed an offensive Physical element action, possessor, if Physical element, gains a buff that provides +100 STR, +100 CON, and +50 AGI, Said buff stacks 50 times and immediately vanishes at the end of any round during which possessor did not conduct an offensive Physical element action
Requires: Meditative Assumption of Physical, Basic Acceleration Within Physical's Dominion, Improved Weaponization of Physical
Cost: 2,000,000 Gold, 2 Weeks
Predict the Flow of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5% Dodge against Physical element individuals
Requires: Improved Defenses Against Physical, Improved Understanding of the Heart of Physical, Apprentice Defenses that Utilize Physical
Cost: 200,000 Gold, 2 Weeks
Project Physical- (Passive Ability, Kinetic Emperor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Physical
Requires: Improved Weaponization of Physical
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element and performs an 'Elemental Attack' action that is solely Physical element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Physical
Cost: 500,000 Gold, 2 Weeks
Reconsume Physical Elemental Spawn- (Passive Ability, Kinetic Emperor) Possessor may, at the start of any round, unsummon one of possessor's Physical element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Physical Elemental Emanation, Improved Affinity to Healing Via Physical
Cost: 200,000 Gold, 2 Weeks
Reflect Physical- (Passive Ability, Kinetic Emperor) Possessor Reflects Physical against sources below Level 20 if Level 20 or greater
Requires: Physical Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Physical- (Passive Ability, Kinetic Emperor) If possessor's last action was solely Physical element either due to this ability or the technique 'Elemental Attack-Conversion: Physical', possessor may make any of possessor's offensive actions solely Physical element.
Requires: Nonsynchronous Elemental Attack-Conversion: Physical, Adept Physical Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Soothing Physical Emanation- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element HP Healing to up to 10 targets that are Physical element
Requires: Emanate Physical, Nourish Physical
Cost: 300,000 Gold, 1 Week
Stability Within Physical- (Passive Ability, Kinetic Emperor) Possessor gains 25% minor negative status effect resistance while in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical, Defenses that Utilize Physical
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Physical element individual
Requires: Improved Understanding of the Heart of Physical
Cost: 200,000 Gold, 2 Weeks
Uplifted By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Physical
Requires: Basic Understanding of the Heart of Physical
Requires: 200,000 Gold, 2 Weeks
Wall of Palms- (Technique Ability, Kinetic Emperor) Possessor may use 'Wall of Palms' in conjunction with a 'Defend' action if possessor is Physical element and possesses at least one empty Weapon slot. Said action grants its user a buff that provides +(User Level * 100 Defense), deals ((User Level + User's Base STR) * 2,000) Flat Physical element Damage to any individual who conducts an offensive action against its possessor, that causes its possessor to count as having an additional Physical element Shield equipped, that lasts 1 round, and that does not stack
Requires: Defenses that Utilize Physical, Apprentice Unarmed Technique Attunement
Cost: 80,000 Gold, 2 Weeks
Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks
Costs 54,075,000 Gold and takes 129 of his 300 Kinetic Emperor Bonus Weeks, leaving 171 (and leaving only Expert as unlearned in-stock ability)
viewtopic.php?p=165837#p165837
Postby Celas » Thu Jan 03, 2019 1:51 am
El starts training
Track A:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Track B:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both to finish on January 16
Teremir's Trio:
Balky and Velisy started more stuff too early. Their previous abilities were set to finish on the 22nd. You posted new abilities for 'em on the 12th. I added them to the queue finishing after your previous ones, with a new end time of january
viewtopic.php?p=165150#p165150
Postby TeremirNailos » Wed Dec 12, 2018 4:53 am
More learnin to be dun!
Teremir will start
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Balkantar will start
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
And Velisious will start
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Requires: Apprentice Grand Armor Mastery
Cost: 70,000 Gold, 2 Weeks
All ending on 12/26/18 and costing Teremir 770,000 gold
Ability Shop
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Pathaky wrote:Postby Pathaky » Thu Jan 03, 2019 7:40 pm
HOLD ONTO YOUR HATS
THE ABILITY SHOP IS ☼UPDATED☼
Notes for the general public and myself:
To Do:
-Update Of The Tales Marks into the ability shop
-Add newly approved templated elements to the shop once templated and approved
references from previous:
Note about Cyaelia and Advanced Understanding of the Heart of Mystic re: needing to learn it as soon as it exists
A promissory note for a payment via Riot and Kit regarding Gold Leaf Dragon Fights
New references and notes:
Underdog, you have Underdog learning Unified Knowledge of Spatial and Gate Magic, but I can't find Basic Spatial Magic Attunement on your sheet or on record in the shop. I've refunded you the two Wanderer weeks.
Underdog, you say this learning totals 22 weeks. It's actually 28 weeks, 27 if you knock one off with your bonus week. I've adjusted the end date accordingly.
Elyion's posts here are in flux due to her reworking into El
(Celas Note: I counted those as just canceled, since they were incomplete at the time of the rework. Good to have the reference, though.)
El's posts are hanging (but valid), just waiting for the sheet to be finalized.
Teremir's Trio:
Balky and Velisy started more stuff too early. Their previous abilities were set to finish on the 22nd. You posted new abilities for 'em on the 12th. I added them to the queue finishing after your previous ones, with a new end time of january
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 22, post-Update
Pathaky wrote:Vrishni's Track A begins:
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Requires: Purity of Earth
Cost: 225,000 Gold, 4 Weeks
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Requires: Hand of Glittering Mineral
Cost: 80,000 Gold, 2 Weeks
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Requires: Hand of Unbroken Stone
Cost: 80,000 Gold, 2 Weeks
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Requires: Hand of Gravel
Cost: 70,000 Gold, 2 Weeks
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Requires: Envoy of Earth
Cost: 80,000 Gold, 2 Weeks
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Requires: Aura of Earth
Cost: 250,000 Gold, 3 Weeks
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Cost: 111,000 Gold, 2 Weeks
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Cavern Beasts
Cost: 95,000 Gold, 3 Weeks
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Requires: Speak the Tongue of Earths
Cost: 11,000 Gold, 3 Weeks
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Requires: Envoy of Earth
Cost: 11,000 Gold, 3 Weeks
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks
to finish in 31 weeks on: Thursday August 8, 2019
The Nottest of Daves wrote:Postby The Nottest of Daves » Fri Jan 04, 2019 3:43 am
Dulcinea needs to learn more about how to be KIRGA!
With the aid of Rosaline (Smith, Jeweler), Lili (Inscriber), and Volatilis (Adept and Expert Wanderer), the following Spheres are made at 1-to-1 conversion
3 Essence Sphere: Smith
5 Improved Essence Sphere: Smith
5 Greater Essence Sphere: Smith
5 Essence Sphere: Jeweler
5 Improved Essence Sphere: Jeweler
5 Greater Essence Sphere: Jeweler
5 Essence Sphere: Inscriber
5 Improved Essence Sphere: Inscriber
5 Greater Essence Sphere: Inscriber
~INSCRIBER~
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Requires: Basic Inscriber Mastery, 3 other Inscriber abilities
Cost: 125,000 Gold, 2 Weeks
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Pain- (Passive Ability, Inscriber) Possessor gains +5% Pain Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Requires: Basic Ward Mastery
Cost: 25,000 Gold, 2 Weeks
~JEWELER~
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker, Basic Magewright Proficiency
Cost: 500,000 Gold, 2 Weeks
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency, Basic Gearwright Knowledge
Cost: 500,000 Gold, 2 Weeks
~SMITH~
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: Basic Smith Proficiency, 3 other Smith abilities
Cost: 125,000 Gold, 2 Weeks
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Requires: Basic Smith Proficiency
Cost: 25,000 Gold, 1 Week
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Requires: Basic Smith Proficiency
Cost: 90,000 Gold, 2 Weeks
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Requires: Basic Smith Proficiency
Cost: 60,000 Gold, 2 Weeks
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Requires: Repair
Cost: 75,000 Gold, 3 Weeks
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Costing 3,335,000 Gold
43 Essence Spheres
Dulcinea gains:
1 Inscriber Week
1 Jeweler Week
1 Smith Week
Has Consumed 5 Essence Sphere: Inscriber
Has Consumed 5 Improved Essence Sphere: Inscriber
Has Consumed 5 Greater Essence Sphere: Inscriber
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Improved Essence Sphere: Jeweler
Has Consumed 5 Greater Essence Sphere: Jeweler
Has Consumed +3 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
~This post UPDATED~
Lord Gadigan wrote:Postby Lord Gadigan » Fri Jan 04, 2019 2:35 pm
New nonbase T1 Consumable subtype: Drug
Please move the existing drugs (the ones with 'Satiates Addiction') into it. I've been struggling with where to put them, and I think they're mechanically distinct enough to put in their own thing.
Class: Druglord
Entry requirements are Merchant, Chef, Botanist, Vermin Lord, Alchemist, Biomancer, Thief, Scientist, Ebon Chancellor, and Caliph of Corrosion
Costs 5 Weeks. Standard Gold. Standard costs on the other tiers.
Basic: Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
Apprentice: Possessor may purchase Drug consumable from the shop that are in stock for 2% less Gold (multiplicative)
Classname: Possessor may purchase Drug consumable from the shop that are in stock for 5% less Gold (multiplicative), Possessor's allies who possess at least one Curse whose name includes 'Addiction' gain +(Possessor's Level * 100) to all stats as a non-stacking constantly applied bonus
Celas wrote:Postby Celas » Fri Jan 04, 2019 3:41 pm
I did a dumb and need to fix it. Anathema's current Track B training gets aborted. She finished:
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow 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 +100 Melee Attack and becomes solely Darkness element.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Requires: Basic Sword Training, Basic Light Synchronization
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame 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 +100 Melee Attack and becomes solely Fire element.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great 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 +100 Melee Attack and becomes solely Glory element.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition 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 +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
(Said Cancellation refunds 1,925,000 Gold, or do you deduct those when this is complete?)
A PC may buy off flaws it possesses at a cost of 10 times the bonus weeks they would give in weeks and 100,000 times the number of bonus weeks they would give in Gold.
She starts training off
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
for 10 Weeks and 100,000 Gold.
This will finish on 2019/03/15
and then to keep things nice and neat:
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fire Synchronization, 10 other Blazing Sultan abilities
Cost: 125,000 Gold, 4 Weeks
2019/04/12
Pathaky wrote:Postby Pathaky » Fri Jan 04, 2019 4:29 pm
Roy is stopping his Track A today, learning all of it apart from Expert Warlock, which he's going to wait to expedite somehow because waiting 40 weeks for that is not a good investment right now.
He's gonna sphere a bit, but not overmuch here. He uses 30 purity to make some Blight Druid Attunement Books and use Anathema and the ol' Volitalis linkup to make 15 sphere weeks. He learns:
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Requires: Basic Blight Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Requires: Basic Blight Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Requires: Basic Blight Magic Attunement, 3 other Blight Druid abilities
Cost: 125,000 Gold, 2 Weeks
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Requires: Basic Blight Magic Attunement
Cost: 47,000 Gold, 2 Weeks
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Requires: Basic Blight Magic Attunement
Cost: 47,000 Gold, 2 Weeks
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Requires: Locust's Hunger
Cost: 170,000 Gold, 3 Weeks
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Requires: Basic Disease Amplification
Cost: 65,000 Gold, 3 Weeks
leaving him with 2 Blight Druid weeks left over.
Then he makes 13 sphere weeks for Vermin Master, as he's already used 2 in the past. He learns:
Insect Traits - (Passive Ability, Vermin Master) Possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. This ability only takes effect if possessor is an Insect.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Vermin Master Knowledge, 3 other Vermin Master abilities
Cost: 125,000 Gold, 2 Weeks
leaving one Vermin Master week left.
He then makes up a batch of Seer Sphers with Vrishni's help and learns:
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Requires: Basic Robe Mastery
Cost: 40,000 Gold, 2 Weeks
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Requires: Basic Robe Mastery
Cost: 30,000 Gold, 2 Weeks
Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Requires: None
Cost: 20,000 Gold, 2 Weeks
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Requires: Robed Spellcaster
Cost: 200,000 Gold, 2 Weeks
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Requires: Basic Robe Mastery, 3 other Seer abilities
Cost: 125,000 Gold, 2 Weeks
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Requires: Basic Robe Mastery
Cost: 20,000 Gold, 2 Weeks
leaving one hanging Seer week.
and finally his track A begins learning:
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Requires: Robe Wearer I
Cost: 60,000 Gold, 2 Weeks
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Requires: Robe Wearer 1, Bearer of Mystic Vestments
Cost: 60,000 Gold, 2 Weeks
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Requires: Apprentice Robe Mastery
Cost: 70,000 Gold, 2 Weeks
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Requires: Apprentice Robe Mastery, 10 other Seer abilities
Cost: 125,000 Gold, 4 Weeks
---
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Requires: Basic Disease Amplification
Cost: 75,000 Gold, 3 Weeks
Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action
Requires: Basic Blight Magic Attunement
Cost: 45,000 Gold, 3 Weeks
Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Requires: Apprentice Blight Magic Training, 10 other Blight Druid abilities
Cost: 125,000 Gold, 4 Weeks
---
Locust Maw- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's first Damage-dealing attack to each Plant each round deals 2,500 additional Damage
Requires: Insect Traits
Cost: 60,000 Gold, 1 Week
Form of Mosquito- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 Melee Attack
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks
Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Requirements: Insect Traits
Cost: 600,000 Gold, 2 Weeks
Mosquito Needle- (Technique Ability, Vermin Master) Possessor may use 'Mosquito Needle' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action if possessor is an Insect. Said action gains +300 Melee Attack and deals HP Drain.
Requires: Mosquito Proboscis
Cost: 300,000 Gold, 2 Weeks
Mosquito Nose- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 160% To Hit against targets that are afflicted with Wounded: Bleeding
Requires: Mosquito Proboscis, Form of Mosquito, Mosquito Needle
Cost: 300,000 Gold, 2 Weeks
Mosquito's Thirst- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 5,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 200 points
Requirements: Mosquito Proboscis
Cost: 500,000 Gold, 2 Weeks
Thirsty Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 1,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 20 points
Requires: Mosquito's Thirst OR Form of Butterfly OR Form of Moth
Cost: 200,000 Gold, 2 Weeks
Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
Requires: Apprentice Vermin Master Knowledge, 10 other Vermin Master abilities
Cost: 125,000 Gold, 4 Weeks
using the hanging bonus weeks from above to cut 4 weeks off of this total, finishing in 33 weeks, August 23, 2019 and costing 43 essence spheres, 15 purity
Has Used 5 Attunement Book: Blight Druid
Has Consumed 5 Essence Sphere: Blight Druid
Has Consumed 5 Improved Essence Sphere: Blight Druid
Has Consumed 5 Greater Essence Sphere: Blight Druid
Has Consumed 5 Essence Sphere: Vermin Master
Has Consumed 5 Improved Essence Sphere: Vermin Master
Has Consumed 5 Greater Essence Sphere: Vermin Master
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
This post only ☼UPDATED☼
Pathaky wrote:Postby Pathaky » Sat Jan 05, 2019 4:53 pm
Ave makes a suite of Mech Jockey Spheres through the RM!
he learns:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
Battle Armor Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks
Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Mech User, 3 other Mech Jockey abilities
Cost: 125,000 Gold, 2 Weeks
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Requires: Apprentice Mech Use, Apprentice Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Overheat- (Passive Ability, Mech Jockey) Possessor, if in a Mech transformation, may choose at the beginning of a round or of any of possessor's actions to gain +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes and deal 2,000 additional Damage as a non-stacking buff that lasts until the end of the round, and if possessor does so, possessor inflicts Fatigued: Overheated on itself at the start of the next round
Requires: Customise Mech
Cost: 100,000 Gold, 2 Weeks
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Requires: Basic Mech User
Cost: 50,000 Gold, 2 Weeks
Mech Weaponry Training- (Passive Ability, Mech Jockey) The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
Requires: Basic Mechanized Weaponry Training
Cost: 40,000 Gold, 2 Weeks
Mech Weapon Targetting- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1% To Hit, to a max of 175% To Hit
Requires: Mech Weaponry Training
Cost: 60,000 Gold, 2 Weeks
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week
Eject- (Active Ability, Mech Jockey) Possessor may spend an action, if in a Mech transformation, to detransform and move to the back row.
Requires: Basic Mech Use, Customize Mech
Cost: 100,000 Gold, 2 Weeks
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice Mech User, 10 other Mech Jockey abilities
Cost: 125,000 Gold, 4 Weeks
Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks
Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks
Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Requires: Assault, Gun-and-Run, Mech Jockey
Cost: 300,000 Gold, 1 Week
He also makes a suite of Engineer Spheres through Rosaline.
he learns:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks
Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mech User
Cost: 300,000 Gold, 3 Weeks
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks
costing 30 Essence spheres,his 15 Mech Jockey Weeks, 1,970,000 gold and granting the awards:
Has Consumed 5 Essence Sphere: Mech Jockey
Has Consumed 5 Improved Essence Sphere: Mech Jockey
Has Consumed 5 Greater Essence Sphere: Mech Jockey
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
This post only ☼UPDATED☼
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Re: Ability Shop
Page 23
Pathaky wrote:Postby Pathaky » Sun Jan 06, 2019 11:15 am
Eva has a tall order of abilities she needs to learn to move toward cap-breaking. Let's work on that.
FIRST: She eats 2 Binder spheres and learns:
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit 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
She's gonna make Captain spheres (Via Cael) and use 'em up to get some sweet weeks. She learns:
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks
Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Requires: Basic Boat Sailing
Cost: 60,000 Gold, 2 Weeks
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Requires: Basic Vessel User
Cost: 90,000 Gold, 2 Weeks
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Requires: Sea Legs
Cost: 170,000 Gold, 3 Weeks
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Piloting
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
using 10 bonus weeks in addition to the sphereweeks.
She's then going to use her 20 Seakeeper weeks! She'll be making spheres as she goes and meets the reqs.
She learns:
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Requires: Water Breathing
Cost: 60,000 Gold, 1 Week
Formshift: Aquatic- (Stance Ability, Seakeeper) Possessor's subtype becomes Aquatic
Requires: Aquatic Traits
Cost: 100,000 Gold, 4 Weeks
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Requires: Aquatic Traits
Cost: 120,000 Gold, 2 Weeks
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Seakeeper Knowledge, 3 other Seakeeper abilities
Cost: 125,000 Gold, 2 Weeks
Octopus's Cunning- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 MIN
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks
Octopus's Dexterity- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +200 AGI and 110% To Hit
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks
Octopus's Arms- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor's 'Melee Attack' actions have an 8% chance of inflicting 8 hits against 1 against targets below Level 10
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks
Octopus Cameoflage- (Passive Ability, Seakeeper) If possessor is an Aquatic, is in the 'Form of Octopus' stance, is in a Zone of Water, and there is a Terrain or Phantom Terrain present, possessor gains 35% Dodge
Requires: Form of Octopus
Cost: 200,000 Gold, 2 Weeks
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Requires: Apprentice Seakeeper Knowledge, 10 other Seakeeper abilities
Cost: 125,000 Gold, 4 Weeks
Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Requires: Form of Octopus, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks
Octopus's Pliable Body- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains +30 Defense and 5% Dodge
Requires: Form of Octopus
Cost: 100,000 Gold, 2 Weeks
Octopod Jar-Fitting Technique- (Passive Ability, Seakeeper) If possessor is an Aquatic and is in the 'Form of Octopus' stance, possessor gains 20% Dodge
Requires: Octopus's Dexterity, Octopus's Pliable Body
Cost: 200,000 Gold, 2 Weeks
Speak to Fish- (Passive Ability, Seakeeper) Possessor's pet and summoned Aquatics gain +25 to all stats, Possessor's summoned Aquatics have a 5% lower chance of being uncontrolled
Requires: Basic Seakeeper Knowledge
Cost: 90,000 Gold, 2 Weeks
Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Requires: None
Cost: 30,000 Gold, 2 Weeks
leaving one lil' seakeeper week.
Next up is Ocean Prince. Spheres are made via Vrishni.
She learns:
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Water
Cost: 100,000 Gold, 2 Weeks
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Requires: Basic Water Synchronization, 3 other Ocean Prince abilities
Cost: 125,000 Gold, 2 Weeks
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Water
Cost: 500,000 Gold, 2 Weeks
Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Requires: Improved Weaponization of Water
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Requires: Elemental Attack-Conversion: Water
Cost: 500,000 Gold, 2 Weeks
w/ one Ocean Prince Week left over.
Next up is FISHERMAN!. Spheres from the Draconics.
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
Fish Wielding I- (Passive Ability, Other: Fisherman) Possessor gains +5 to all stats when a Fish is equipped
Requires: Basic Fish Training
Cost: 20,000 Gold, 2 Weeks
Fish Wielding II- (Passive Ability, Other: Fisherman) Possessor gains +25 to all stats when a Fish is equipped, +50 Melee Attack when a Fish is equipped.
Requires: Fish Wielding I
Cost: 60,000 Gold, 2 Weeks
Bubble FEEEEESH! - (Technique Ability, Other: Fisherman) Possessor may use 'Bubble FEEEEESH!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Requires: Basic FIsh Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +50 Melee Attack if possessor has a Fish equipped, Possessor gain +20 to all stats if a Fish is equipped.
Requires: Basic Fish Training, 3 other Fisherman abilities
Cost: 125,000 Gold, 2 Weeks
Armor-Piercing FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Armor-Piercing FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack pierces 200 Defense.
Requires: Apprentice Fish Training
Cost: 300,000 Gold, 2 Weeks
Critical FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Critical FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains +5% Critical.
Requires: Apprentice Fish Training
Cost: 300,000 Gold, 2 Weeks
Next is Transmuter! Spheres (and attunement books) come through the Liz Wiz.
she learns:
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 360,000 Gold, 3 Weeks
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 2 Weeks
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Requires: Mutative Self-Augmentation
Cost: 150,000 Gold, 2 Weeks
w/ one Transmuter week left at the end.
next is Master of Monsters, via Darston.
she learns:
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster 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
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Requires: Monster Traits, Level 20
Cost: 2,000,000 Gold, 2 Weeks
Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Requires: Form of Manticore
Cost: 2,000,000 Gold, 2 Weeks
Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Requires: Manticore Tail
Cost: 2,000,000 Gold, 2 Weeks
Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Requires: Manticore Tail
Cost: 2,000,000 Gold, 2 Weeks
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Master of Monsters Knowledge, 3 other Master of Monsters abilities
Cost: 125,000 Gold, 2 Weeks
Manticore Wings- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +500 AGI
Requires: Form of Manticore
Cost: 1,000,000 Gold, 2 Weeks
and finally she makes a few more Living Legend spheres to round out her goodies.
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
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
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
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
Nonsynchronous Elemental Attack-Conversion: Glory- (Passive Ability, Other: Living Legend) Possessor may use the Technique 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Glory element.
Requires: Elemental Attack-Conversion: Glory
Cost: 500,000 Gold, 2 Weeks
This runs 14,825,000 gold (paid by Ave), 102 Essence Spheres, 30 Purity (both paid by Nole), 20 Seakeeper Weeks, and 10 Bonus weeks, giving Eva the awards:
Has Consumed 2 Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Improved Essence Sphere: Seakeeper
Has Consumed 5 Greater Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Fisherman
Has Consumed 5 Improved Essence Sphere: Fisherman
Has Consumed 5 Greater Essence Sphere: Fisherman
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Used 5 Attunement Book: Transmuter
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Greater Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Living Legend
Has Consumed 5 Greater Essence Sphere: Living Legend
This post only ☼UPDATED☼
Pathaky wrote:Postby Pathaky » Sun Jan 06, 2019 3:33 pm
Nole eats a few Elementalist spheres, courtesy of Vrishni. He learns:
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
He then uses his 80 Weirdworker weeks to learn:
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Requires: Basic Weirdworker Knowledge
Cost: 200,000 Gold, 2 Weeks
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Requires: Basic Magiconstruct Weaving
Cost: 70,000 Gold, 2 Weeks
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Requires: Craft Luminous Magiconstructs, Wizard
Cost: 200,000 Gold, 2 Weeks
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Requires: Apprentice Weirdworker Knowledge, 10 other Weirdworker abilities
Cost: 125,000 Gold, 4 Weeks
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Requires: Magic Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Requires: Magic Being Calling I
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Requires: Magic Being Calling II
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Requires: Magic Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Magic Being Calling V- (Passive Ability, Weirdworker) Possessor's Magic Being summons may not be unsummoned by sources below Level 5
Requires: Magic Being Calling IV, Magic Being Programming II, Summoner, Weirdworker
Cost: 200,000 Gold, 2 Weeks
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Requires: Magic Being Programming II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Requires: Basic Magic Being Loyalty Programming, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Advanced Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 60% Charm Resistance
Requires: Magic Being Loyalty Programming, Weirdworker
Cost: 200,000 Gold, 2 Weeks
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Requires: Defensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Magiconstructionist- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +25,000 HP and +500 to all stats as a non-stacking buff when summoned
Requires: Magic Being Calling II, Advanced Magic Being Loyalty Programming, Defensive Magic Being Programming II, Magic Being Programming II, Weirdworker
Cost: 1,000,000 Gold, 2 Weeks
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks
Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks
Superior Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 80% Charm Resistance
Requires: Advanced Magic Being Loyalty Programming, Commander
Cost: 400,000 Gold, 2 Weeks
Magidemolitionist- (Passive Ability, Weirdworker) Possessor may add the element Fire to the elements of Damage dealt by the buff applied by possessor's 'Craft Volatile Magiconstructs' ability and have said ability deal an additional 15,000 points of Flat Damage upon its possessor's death
Requires: Craft Volatile Magiconstructs, Magiconstructionist, Basic Elemental Magic Synchronization
Cost: 500,000 Gold, 2 Weeks
Skilled Magidemolitionist- (Passive Ability, Weirdworker) The buff applied by possessor's 'Craft Volatile Magiconstructs' ability does not select targets allied to possessor as targets of Flat Damage dealt upon its possessor's death unless this ability's possessor permits such
Requires: Magidemolitionist, 5 Base MIN
Cost: 500,000 Gold, 2 Weeks
Selfcast- (Passive Ability, Weirdworker) Spells attached to possessor's 'Living Spell' ability cost possessor 50,000 less MP to cast
Requires: Living Spell
Cost: 5,000,000 Gold, 2 Weeks
Magic Being Traits- (Passive Ability, Weirdworker) Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. This ability only takes effect if possessor is an Magic Being.
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks
Formshift: Magic Being- (Stance Ability, Weirdworker) Possessor's subtype becomes Magic Being
Requires: Magic Being Traits
Cost: 100,000 Gold, 4 Weeks
Living Spell- (Passive Ability, Weirdworker) At the start of a thread, if possessor is a Magic Being, possessor may choose a non-unique Wizard Magic spell that is only base elements that is worth under 20,000,000 Gold and attach it to this ability; Possessor may, while a Magic Being cast said spell as though it were equipped, and possessor's name counts as additionally including said spell's name
Requires: Magic Being Traits, Wizard
Cost: 7,000,000 Gold, 2 Weeks
This costs 17,290,000 gold and 80 WW weeks.
he then makes 15 Weirdworker weeks via Lili and learns:
Auto-Selfcast- (Passive Ability, Weirdworker) Possessor, if a Magic Being, may, if possessor has no actions repeat yet on a round as an effect that counts as possessor having an action repeat, possessor may, at the start of each round, perform a 'Cast a Spell' action that involves casting solely the spell attached to possessor's 'Living Spell' ability, with any individual that is 5 or more Levels greater than possessor or Level 60 or greater being able to choose for said action to not occur
Requires: Selfcast
Cost: 10,000,000 Gold, 2 Weeks
Emit Magic Particles- (Technique Ability, Weirdworker) Possessor may use 'Emit Magic Particles' in conjunction with any action so long as possessor is a Magic Being and no other technique is used as part of said action. Possessor's allies regenerate 50 MP as part of said action.
Requires: Magic Being Traits
Cost: 10,000 Gold, 2 Weeks
Magic-Radiating Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's presence counts as the presence of an additional Zone of Magic.
Requires: Emit Magic Particles
Cost: 200,000 Gold, 2 Weeks
Spell-Emitting Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains a 5% chance before possessor's first action of each round to gain an additional action that may only be used for casting a spell that is on its possessor's Inherent Spell List.
Requires: Possesses an Inherent Spell List, Magic-Radiating Stance
Cost: 5,000,000 Gold, 2 Weeks
Form of Magic Patterns- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 MIN and +100 SPI
Requires: Magic Being Traits
Cost: 100,000 Gold, 2 Weeks
Form of Solid Magic- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 CON and +100 SPI
Requires: Magic Being Traits
Cost: 100,000 Gold, 2 Weeks
Assumption of the Essence of the Magic Being- (Passive Ability, Weirdworker) Possessor may, at the beginning of a thread, choose to become the subtype Magic Being
Requires: Formshift: Magic Being, Apprentice Weirdworker Knowledge
Cost: 70,000 Gold, 2 Weeks
costing 14 weeks and 15,480,000 gold.
Nole gains 1 Weirdworker Week and the awards:
Has Consumed 2 Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
This post only ☼UPDATED☼
(Moderator Issue Note: with Alien Blaster in there it should be 11 Weeks, as it's not a Shot to be discounted by Mastery, but seems to have been unaccounted-for in his weeks anyway. At present planning to give it to him and shuffle Oliver's training dates up by 2 Weeks. Gold Cost is accordingly 1,010,000.)Underdog wrote:Postby Underdog » Mon Jan 07, 2019 9:27 am
Oliver has - Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops. Week and cost reduction have been applied to techniques with shot in their name below
Oliver Track B
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Week
Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Gun Training
Cost: 100,000 Gold, 1 Week
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Requires: Gunslinging Casting II
Cost: 60,000 Gold, 3 Weeks
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Requires: Gunslinging Casting II, Apprentice Gunslinging Attunement
Cost: 60,000 Gold, 2 Weeks
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Requires: Apprentice Gunslinging Attunement, 10 other Gunslinger abilities
Cost: 125,000 Gold, 4 Weeks
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)
Requires: Gunner, Gunslinger, Trick Shooter, Shot Mastery, Fast Reload, Close Shooting, Shot on the Run
Cost: 5,000,000 Gold, 2 Weeks
This will take 17 weeks total to learn but Oliver has 1 bonus week remaining for Gunnslinger, so he will consume that in this training.
This training starts October 16th and will finish Jan 5 2019
Resources used
1| Gunslinger Bonus Week
5,770,000 | Gold
http://gad.tfsnewworld.com/forum/viewto ... 38#p163638
Oliver Track B:
Starts on 1/7/19 and finishes on 3/11/19 (Total 9 weeks after applying Shot Mastery)
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Requires: Basic Gun Training
Cost: 110,000 Gold, 2 Weeks
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Total Weeks - 9 (applying Shot Mastery)
Total Gold used - 800,000 (Each skill reduced by 200K to a min of 0 - Shot Mastery)
(Mod Issue Note: That's actually 1 since last update, not 11. My final summary accounts for this.)Kit wrote:Postby kitsune106 » Mon Jan 07, 2019 11:56 am
hera mines since 11/29/2018
11,000,000 gold
11 Mountain King bonus weeks
(Hey he reset the count. ...but at random and not counting for the previous day's post and updated quantity? Leaving post verbatim, but reiterating that this is accounted-for. Won't spam up the thread with annotations going forward)Kit wrote: Postby kitsune106 » Tue Jan 08, 2019 5:40 pm
hera mines since 1/08/2019
1,000,000 gold
1 Mountain King bonus weeks
The Nottest of Daves wrote:Postby The Nottest of Daves » Wed Jan 09, 2019 4:14 pm
Dulcinea has need of some Clothier skills! Celestine helps out, as does Volatilis.
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency, 3 other Clothier abilities
Cost: 125,000 Gold, 2 Weeks
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Requires: Shoe Crafting, Boot Crafting
Cost: 300,000 Gold, 3 Weeks
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Requires: Basic Clothier Proficiency
Cost: 70,000 Gold, 2 Weeks
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Costing:
15 Essence Spheres
755,000 Gold
Dulcinea gains:
Has Consumed 5 Essence Sphere: Clothier
Has Consumed 5 Improved Essence Sphere: Clothier
Has Consumed 5 Greater Essence Sphere: Clothier
~This post UPDATED~
Underdog wrote:Postby Underdog » Thu Jan 10, 2019 9:37 am
Stearic starts this training on 12/27/18 and will finish on 1/10/18
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
http://www.gad.tfsnewworld.com/forum/vi ... 24#p165424
The above training is complete
Stearic Track B
Underdog will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to created attunement books for:
1. Wanderer (TSG has Adept)
Underdog uses spheres from himself and spins them off of Lili von Mion and Darston to create Improved/Greater Essence Spheres for the following classes and uses the people next to the classes to transform them to the correct class:
(Lili has Expert in: Psychic and Rune Mage)
(Darston has Expert in: Blazing Sultan, Swordsman, and Chef)
1. Wanderer (TSG has Adept)
2. Scholar (Underdog has Class)
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks
This training will take 0 weeks (6 bonus weeks used to complete this training)
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
This training will take 0 total weeks (32 Required Scholar Weeks - 15 Scholar bonus weeks - 17 Bonus Weeks)
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Requires: Basic Light Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Light
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Light Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Light
Cost: 500,000 Gold, 2 Weeks
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light, Basic Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Requires: Apprentice Defenses Against Light, Basic Light Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Requires: Apprentice Light Synchronization, Improved Defenses against Light, Improved Weaponization of Light
Cost: 500,000 Gold, 2 Weeks
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Requires: Apprentice Light Resistance, Basic Defenses against Light
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Requires: Improved Command of Light, Apprentice Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Light
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Requires: Apprentice Zonal Acclimation of Light
Cost: 500,000 Gold, 2 Weeks
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Light Resistance, Radiant Hierophant, Level 20
Cost: 500,000 Gold, 2 Weeks
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light 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 Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, 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 Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Light Synchronization, 5 other Radiant Hierophant abilities
Cost: 400,000 Gold, 3 Weeks
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Light Synchronization, 10 other Radiant Hierophant abilities
Cost: 125,000 Gold, 4 Weeks
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Requires: Radiant Hierophant, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
This training will take 8 weeks (47 required weeks - 39 Bonus weeks) starting on 1/10/18 and be finished on 3/7/19.
Bonus Weeks Remaining:
14 | Wanderer Bonus Weeks
Resources used:
8,085,000 | Gold
56 | Bonus Weeks
6 | Wanderer Bonus Weeks (from Attunement Books and Spheres)
30 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
15 | Purity- (Item, Material, Light, 5,000,000 Gold)
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
The Nottest of Daves wrote:Postby The Nottest of Daves » Sat Jan 12, 2019 6:28 pm
That Which Lurks completes training
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Understanding of Common Practices of Theoretical Magic, Fast Casting
Cost: 30,000,000 Gold, 5 Weeks
---------------------
Using Time Mage from Caelum, and Adept and Expert Spatial Mage from Volatilis, Basic, Improved, and Greater Essence Sphere: Time Mage are crafted! Also Basic, Improved and Greater Essence Sphere: Spatial Mage!
~SCHOLAR~
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Requires: Basic Book Training
Cost: 150,000 Gold, 3 Weeks
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Requires: Basic Book Training, Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks
~WANDERER~
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks
~WIZARD~
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: SPATIAL MAGE~
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: TIME MAGE~
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks
Costing Dulcinea:
150 Essence Spheres
25,880,000 Gold
Costing That Which Lurks:
1 Scholar Week
That Which Lurks gains:
1 Spatial Mage Week
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Time Mage
Training to complete on 2019-09-28
This post has been ~UPDATED~
Celas wrote:Postby Celas » Sun Jan 13, 2019 8:16 pm
Celas's Track B has finished
He's learned:
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
He combos up 10 Essence Sphere: Botanist into 10 Geomancer Weeks to immediately learn:
Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Requires: Geomancy Casting II, Apprentice Geomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Apprentice Geomancy Attunement, 10 other Geomancer abilities
Cost: 125,000 Gold, 4 Weeks
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Costing 315,000 Gold and granting the awards:
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
He starts training:
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks
(2019.02.17)
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
(2019.03.24)
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks
(2019.04.07)
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Wisdom
Cost: 5,000,000 Gold, 2 Weeks
(2019.04.21)
Costs 90,000,000 Gold and will finish on April 21, 2019
Pathaky wrote:Postby Pathaky » Sun Jan 13, 2019 8:40 pm
January:
*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Nole learns:
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 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
Roy uses his:
*Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +86,500 Defense against Darkness, 60% Darkness Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Light-element targets, Possessor (Absorbs Darkness, Reflects Darkness, and possesses Darkness Immunity) against sources below Level 40, Possessor gains the element Darkness, Possessor gains 2 additional Ebon Chancellor bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Darkness element
to learn:
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Darkness Resistance, Ebon Chancellor, Level 20
Cost: 500,000 Gold, 2 Weeks
The Nottest of Daves wrote:Postby The Nottest of Daves » Mon Jan 14, 2019 4:49 am
Dulcinea decides that she needs to improve her knowledge with regards to those lower-planar emanations commonly referred to as 'Devils'. She does this with the assistance of Volatilis (Expert Wanderer) and Roy (Adept Pactmaker).
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Pactmaker Knowledge, 3 other Pactmaker abilities
Cost: 125,000 Gold, 2 Weeks
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Requires: Basic Pactmaker Knowledge
Cost: 60,000 Gold, 2 Weeks
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil 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
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Requires: Basic Binding Ritual Knowledge, Apprentice Pactmaker Knowledge
Cost: 200,000 Gold, 2 Weeks
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Requires: Permanent Writing that Glows Red, Write With the Blood of a Nearby Individual
Cost: 500,000 Gold, 2 Weeks
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Requires: Basic Pactmaker Knowledge
Cost: 70,000 Gold, 10 Weeks (The cost in weeks of this ability is reduced to 1 Week if possessor possesses the ability Knowledge of Legal Codes)
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks
Costing
15 Essence Spheres
1,575,000 Gold
Gaining
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
~This post UPDATED~
Celas wrote:Postby Celas » Tue Jan 15, 2019 9:19 pm
Celas wrote:
Celas wrote:Ze MAESTRO has finished his ginormous training queue, found HERE, culminating in Adept Instrument Training!
He starts training in real-time:
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Cost: 0 Gold, 5 Weeks
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks
This takes 14 Weeks, finishing on January 1, 2019 (Happy New Year!) and costing 515,000 Gold (which Elyion will pay)
It's done!
New training:
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Will finish on January 15
It's done!
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Will finish on January 29
Celas wrote:Postby Celas » Thu Jan 17, 2019 3:16 pm
Celas wrote:El starts training
Track A:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Track B:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both to finish on January 16
It's done!
New training:
Track A:
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(1/31)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(03/07)
Track B:
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks
(01/31)
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Requires: Basic Channeler Attunement
Cost: 40,000 Gold, 2 Weeks
(02/14)
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
(02/28)
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week
(03/07)
This costs a total of 750,000 Gold and both tracks will finish on March 3, 2019
Pathaky wrote:Postby Pathaky » Sat Jan 19, 2019 5:53 pm
Nole's finished:
http://gad.tfsnewworld.com/forum/viewto ... 35#p163835
He makes 15 Spatial Mage Spheres and learns:
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Requires: Mildly Self-Displacing Casting
Cost: 400,000 Gold, 2 Weeks
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Requires: Spatial Mage, Diviner
Cost: 400,000 Gold, 2 Weeks
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks
leaving one left over that he uses to ameliorate the cost of what he begins:
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks
to finish in 11 weeks, costing 27,065,000 Gold and 15 spheres.
Nole gains:
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Gadigan wrote:Postby Lord Gadigan » Sun Jan 20, 2019 6:48 pm
Duelist's Parry- (Passive Ability, Protector) Once per round, if possessor is wearing a Light Armor, possessor may add the Melee Attack bonus of a single equipped weapon to possessor's Defense for the duration of a single hit of a single attack
Requires: Protector, Warrior, Spry Protection
Cost: 300,000 Gold, 3 Weeks
Prepare Counter- (Technique Ability, Protector) Possessor may use 'Prepare Counter' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Light Armor equipped. Possessor gains an action at the end of said action that may only be used to perform a 'Counter' action.
Requires: Duelist's Parry
Cost: 300,000 Gold, 3 Weeks
Duelist's Riposte- (Technique Ability, Protector) Possessor may use 'Duelist's Riposte' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. Said action may only generate a 'Melee Attack' action, but gains +25% To Hit.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks
Accurate Counters- (Passive Ability, Protector) Possessor's counters gain +5% To Hit if possessor is wearing a Light Armor
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks
Circling Counter- (Technique Ability, Protector) Possessor may use 'Circling Counter' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. When that action generates an action due to its performer being attacked, its performer may, if the attacker is in the front row, move to the back row behind that attacker before performing said action.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks
Counter with Flourish- (Technique Ability, Protector) Possessor may use 'Counter with Flourish' in conjunction with a 'Counter' action so long as no other technique is used and possessor has a Light Armor equipped. When that action generates an action due to its performer being attacked, said generated action gains a 50% chance of inflicting Charm: Impressed on each of its targets and each of its opposing targets' allies.
Requires: Prepare Counter
Cost: 300,000 Gold, 2 Weeks
Gadigan wrote:Postby Lord Gadigan » Sun Jan 20, 2019 6:57 pm
Single-Minded Tenacity- (Passive Ability, Other: Radiant Templar) At the start of a round, if possessor is afflicted with Confusion, possessor may choose to be able to ignore that status effect for the duration of the round but to only be able to take a maximum of one action during the round (with other actions being forcibly skipped, with things that would occur before and after them still occurring) and obtaining -50% Dodge for the duration of the round
Requires: Templar's Conditioning
Cost: 200,000 Gold, 2 Weeks
Templar's Hate- (Passive Ability, Other: Radiant Templar) Possessor deals 5,000 additional Damage to targets that are Demons, are Devils, are Daemons, are Undead, or that used to be on possessor's side but are no longer on possessor's side
Requires: Templar's Conditioning
Cost: 200,000 Gold, 2 Weeks
Templar's Vengeance- (Passive Ability, Other: Radiant Templar) Possessor deals 5% more Damage (to a max of 5,000,000 additional Damage) to targets that used to be on possessor's side but that are no longer on possessor's side
Requires: Templar's Hate
Cost: 500,000 Gold, 2 Weeks
Sworn to Secrecy- (Passive Ability, Other: Radiant Templar) Possessor counts as being 5 Levels greater, to a max of Level 99, for purposes of having possessor's stats scanned, with this effect not bypassing Level-based Immunities
Requires: Templar's Conditioning
Cost: 500,000 Gold, 2 Weeks
Has Been Taught the True Nature of Mankind- (Passive Ability, Other: Radiant Templar) Possessor may treat opposing entities that possess the subtype Human as though they possess the subtype Devil
Requires: Sworn to Secrecy, Templar's Hate
Cost: 500,000 Gold, 2 Weeks
Gadigan wrote:Postby Lord Gadigan » Sun Jan 20, 2019 7:22 pm
Summon Robo-Golems- (Passive Ability, Technomancer) Possessor may, when summoning a Golem, choose to give it a non-stacking buff that gives its possessor the additional element Technology and the additional subtype Robot
Requires: Technomancer, Evermason, Golomancer
Cost: 500,000 Gold, 2 Weeks
Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Requires: Magical Activation, Technological Activation
Cost: 5,000,000 Gold, 2 Weeks
Gadigan wrote:Postby Lord Gadigan » Sun Jan 20, 2019 7:47 pm
Realization of Virtual Virii- (Passive Ability, Other: Reality Coder) Instances of Diseased: Computer Virus with possessor as a source may afflict entities regardless of subtype.
Requires: Reality Coder
Cost: 500,000 Gold, 2 Weeks
Digitization of Nondigital Diseases- (Passive Ability, Other: Reality Coder) Possessor ignores the Disease Immunity of lower-Level Robots, Machines, Clockworks, and Mechs that are below Level 60
Requires: Reality Coder, Blight Druid
Cost: 500,000 Gold, 2 Weeks
Personal Firewall- (Passive Ability, Other: Reality Coder) Possessor gains 30% Minor Status Effect Resistance against Coded Beings, Possessor gains Diseased: Computer Virus Immunity
Requires: Apprentice Reality Coder Knowledge, Technomancer
Cost: 300,000 Gold, 2 Weeks
Virtual Hazard Shielding- (Passive Ability, Other: Reality Coder) Possessor gains +30% Minor Status Effect Resistance against Coded Beings
Requires: Reality Coder, Abjurer
Cost: 400,000 Gold, 2 Weeks
The Nottest of Daves wrote:Postby The Nottest of Daves » Tue Jan 22, 2019 10:56 pm
Enrica invests her remaining 60 bonus weeks (after completing her training track that was started pre-retirement) into training
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Requires: (15 Base STR AND 15 Base AGI AND 15 Base CON AND 15 Base MIN AND 15 Base SPI) OR 20 Superhero abilities
Cost: 60,000,000 Gold, 60 Weeks
then she helps Volatilis make some Improved and Greater Spy spheres using Combo, while Volatilis aids Dulcinea in making Basic, Improved, and Greater spheres for Gentleman Assassin.
~GENTLEMAN ASSASSIN~
Accurate Bladecane Use- (Passive Ability, Gentleman Assassin) Possessor gains +1% To Hit when a Bladecane is equipped
Requires: Bladecane Wielding III, Slice Mastery
Cost: 2,500,000 Gold, 2 Week
Aerial-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aerial-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Bladecane Training
Cost: 100,000 Gold, 1 Weeks
Bladecane Wielding III- (Passive Ability, Gentleman Assassin) Possessor gains +200 to all stats when a Bladecane is equipped and +200 Melee Attack and Magical Attack when a Bladecane is equipped
Requires: Bladecane Wielding II, Gentleman Assassin
Cost: 100,000 Gold, 2 Weeks
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Requires: Apprentice Bladecane Training, 10 other Gentleman Assassin abilities
Cost: 125,000 Gold, 4 Weeks
Hard to Disarm With a Bladecane- (Passive Ability, Gentleman Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Bladecanes without possessor's permission
Requires: Bladecane Wielding III
Cost: 50,000 Gold, 2 Weeks
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Requires: Basic Disguised Weaponry Training
Cost: 550,000 Gold, 2 Weeks
Unexpected Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Unexpected Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack against targets that have not yet acted.
Requires: Bladecane Wielding III
Cost: 100,000 Gold, 1 Weeks
Vexatious Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Vexatious Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Requires: Bladecane Wielding III
Cost: 500,000 Gold, 1 Weeks
~SPY~
Basic Ability to Successfully Disguise Oneself as a Aerial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aerial and a Disguise equipped by possessor is changing possessor's subtype to Aerial
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Animal- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Animal and a Disguise equipped by possessor is changing possessor's subtype to Animal
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Insect- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Insect and a Disguise equipped by possessor is changing possessor's subtype to Insect
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Ability to Successfully Disguise Oneself as a Plant- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Plant and a Disguise equipped by possessor is changing possessor's subtype to Plant
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
then she invests her 2 Monk Weeks and sets her training track to
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks
to complete 2019-02-05
Dulcinea pays:
25 Essence Spheres
64,600,000 Gold
Enrica Gains:
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Greater Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Spy
Has Consumed 5 Greater Essence Sphere: Spy
Kit wrote:Postby kitsune106 » Thu Jan 24, 2019 8:54 pm
hera mines since 1/08/2019
2,000,000 gold
2 Mountain King bonus weeks
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 24
Aeromage wrote:Postby Aeromage » Sun Jan 27, 2019 7:42 pm
Tolva's finished learning things! He can now BE ANGRY AND AURA better than ever before!
It's time he picked up some more stuff. First things first, he has some Necromancer bonus weeks to burn.
He auto-learns:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks
Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Requires: Necromantic Drain Augmentation
Cost: 500,000 Gold, 2 Weeks
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Requires: Gravedigger, Basic Thief Arts Attunement
Cost: 80,000 Gold, 2 Weeks
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Requires: Apprentice Necromancy Attunement
Cost: 50,000 Gold, 2 Weeks
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Requires: Improved Necromantic Drain
Cost: 500,000 Gold, 2 Weeks
Next, he's been told Umbramancy would be a good direction for him to go. He has some spheres whipped up through Roy's Umbramancer and Volatilis' up-to-Expert in Geomancy to make 1-1 conversions for Basic, Improved and Greater Umbramancy Spheres. (Total cost: 15 spheres)
5 Attunement Book: Umbramancer are made from 30 Purity via Rosaline and Roy, too.
He picks up:
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks
And begins training for:
Track A wrote:Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Book Training
Cost: 300,000 Gold, 2 Weeks
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Book Training
Cost: 10,000 Gold, 1 Week
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks
Track B wrote:Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Wisdom
Cost: 5,000,000 Gold, 2 Weeks
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Requires: Warped Self Stance
Cost: 50,000 Gold, 1 Week
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Requires: Basic Transmutation Attunement
Cost: 120,000 Gold, 3 Weeks
He also gets:
1 Umbramancer Bonus Week
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Used 5 Attunement Book: Umbramancer
Total cost: 100,840,000 (paid by Volatilis), 15 Essence Sphere: Botanist (from Volatilis), 30 Purity (from Rosaline)
Track A finishes on the 28th of July. Track B finishes on the 4th of August.
Kit wrote:Postby kitsune106 » Mon Jan 28, 2019 6:32 pm
hera mines since 1/08/2019
3,000,000 gold
3 Mountain King bonus weeks
Draconics wrote:Postby Draconics » Mon Jan 28, 2019 7:36 pm
Posting due to complaints from a specific person; I've made the following updates to training regimens.
Draconics alters his current plan as such for Track A:
1/28/19
Draconics works with himself to make 10 spheres for Catastrophe Magic and gets:
And the Fresh Waters Turned to Salt- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 275,801 Flat Water element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Water Synchronization or Basic Divine Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
And the Gates to the Demon Realm Opened- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it summons 20 Demons below Level 60 from the Enemy List in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said summons having an 80% chance of being uncontrolled, with said summoning repeating itself at the start of each round for the next 5 rounds and a max of 200 summons being summoned.
Requires: Foundation of Eschatalogical Escalation, Demonologist
Cost: 6,000,000 Gold, 2 Weeks
And the Great Floods Began- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 255,208 Flat Water element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning on every individual in said battlespace and creating 10 Zones of Water in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Water Synchronization
Cost: 5,000,000 Gold, 2 Weeks
And the Kingdom Fell Into a Great Slumber- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Fatigued: Asleep on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with individuals below Level 40 being able to cure or auto-recover-from said status effect infliction.
Requires: Foundation of Eschatalogical Escalation, Enchanter or Sorceress
Cost: 7,000,000 Gold, 2 Weeks
And the Quakes Did Swallow Cities- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 278,505 Flat Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Entomed on every individual in said battlespace and inflicting Vanished on Large Structures below Level 40 in said battlespace.
Requires: Foundation of Eschatalogical Escalation, Basic Earth Synchronization
Cost: 5,000,000 Gold, 2 Weeks
He then starts on:
And the Salt Waters Turned to Blood- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 300,000 Flat Blood element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace and turning every Zone of Water in said battlespace into a Zone of Blood.
Requires: Foundation of Eschatalogical Escalation, Basic Blood Synchronization or Priest or Demonologist
Cost: 5,000,000 Gold, 2 Weeks
2/11/19
Eschatologist- (Passive Ability, Other: Eschatologist) Possessor's Damage-dealing actions that involve the casting of Catastrophe Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Catastrophe Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Requires: Apprentice Catastrophe Magic Attunement, 10 other Eschatologist abilities
Cost: 125,000,000 Gold, 4 Weeks
He then gets his 5 Greater Spheres, learning the following:
Explosion-Hyperamplifying Presence- (Passive Ability, Other: Eschatologist) All Flat quantities of Fire and / or Energy element Damage dealt in battles where possessor is present are increased by 200,000 points
Requires: Basic Catastrophe Magic Attunement
Cost: 7,500,000 Gold, 2 Weeks
Catastrophe Magic Casting I- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 200 less MP to cast
Requires: Basic Catastrophe Magic Attunement
Cost: 500,000 Gold, 2 Weeks
He then spends one week and starts finishing up:
Catastrophe Magic Casting II- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast
Requires: Catastrophe Magic Casting I
Cost: 1,000,000 Gold, 2 Weeks
3/18/19
Draconics spends 6 actual bonus weeks to get:
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks
Draconics then works with himself to make 10 bonus weeks for Time Mage!
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks
He then starts on:
Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Requires: Chronospell Boost
Cost: 100,000 Gold, 2 Weeks
4/1/19
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks
4/29/19
Draconics makes 5 Greater spheres for Time Mage! He grabs:
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Requires: Basic Chronomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Requires: Chronomancy Casting I
Cost: 100,000 Gold, 2 Weeks
He spends the last week on the following and works to finish it up:
Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks
5/6/19
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Requires: Heir of Dust
Cost: 100,000,000 Gold, 60 Weeks
6/29/20
.....?
For Track B:
4/6/19
Draconics now makes 5 Clothier Greater Spheres and gets:
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Requires: Basic Clothier Proficiency
Cost: 80,000 Gold, 2 Weeks
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Requires: Shoe Crafting, Boot Crafting
Cost: 300,000 Gold, 3 Weeks
He then starts on:
Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
4/20/19
Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
5/3/19
Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Requires: Apprentice Technomancy Attunement
Cost: 300,000 Gold, 2 Weeks
5/17/19
Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Requires: Magical Activation, Technological Activation
Cost: 5,000,000 Gold, 2 Weeks
5/31/19
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks
6/28/19
Realization of Virtual Virii- (Passive Ability, Other: Reality Coder) Instances of Diseased: Computer Virus with possessor as a source may afflict entities regardless of subtype.
Requires: Reality Coder
Cost: 500,000 Gold, 2 Weeks
7/12/19
Personal Firewall- (Passive Ability, Other: Reality Coder) Possessor gains 30% Minor Status Effect Resistance against Coded Beings, Possessor gains Diseased: Computer Virus Immunity
Requires: Apprentice Reality Coder Knowledge, Technomancer
Cost: 300,000 Gold, 2 Weeks
8/5/19
Virtual Hazard Shielding- (Passive Ability, Other: Reality Coder) Possessor gains +30% Minor Status Effect Resistance against Coded Beings
Requires: Reality Coder, Abjurer
Cost: 400,000 Gold, 2 Weeks
8/19/19
......?
The RM Starts on Track A:
1/28/19
Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor
Requires: Apprentice Walker from Beyond Knowledge, 10 other Walker from Beyond abilities
Cost: 625,000 Gold, 4 Weeks
2/25/19
Passively Release Pollen- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to gain a 30% chance of inflicting Confusion on up to 60 targets at the start of each round
Requires: Release Pollen
Cost: 300,000 Gold, 2 Weeks
3/11/19
Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks
3/25/19
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Requires: Botanist, 50 other Botanist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
6/3/19
.....?
And on Track B!:
3/23/19
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks
4/6/19
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Requires: Leadership Casting I
Cost: 100,000 Gold, 2 Weeks
4/20/19
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
5/4/19
.....?
Zweirugi starts on Track A:
Zwei works with Draconics and Nira to make and consume 20 smith spheres and start on the following:This will tie him up on Track A until 2/17/20, huzzah!Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Requires: Gunsmith
Cost: 50,000 Gold, 2 Weeks
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: Basic Smith Proficiency, 3 other Smith abilities
Cost: 125,000 Gold, 2 Weeks
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Requires: Basic Smith Proficiency
Cost: 25,000 Gold, 1 Week
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Requires: Weaponsmith
Cost: 75,000 Gold, 2 Weeks
Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Requires: Weaponsmith, Woodcarver, Stonecarver
Cost: 50,000 Gold, 2 Weeks
Bowyer- (Passive Ability, Smith) Bows give +30 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Requires: Basic Smith Proficiency
Cost: 100,000 Gold, 3 Weeks
Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Requires: Apprentice Smith Proficiency, Apprentice Enchanting Attunement
Cost: 250,000 Gold, 4 Weeks
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Requires: Apprentice Smith Proficiency
Cost: 100,000 Gold, 3 Weeks
Fletcher- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Bow equipped
Requires: Bowyer
Cost: 50,000 Gold, 2 Weeks
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Requires: Basic Smith Proficiency
Cost: 80,000 Gold, 2 Weeks
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Requires: No Prerequisites
Cost: 50,000 Gold, 4 Weeks
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Requires: Basic Smith Proficiency
Cost: 90,000 Gold, 2 Weeks
Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
Requires: Weaponsmith
Cost: 75,000 Gold, 2 Weeks
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Requires: Basic Smith Proficiency
Cost: 60,000 Gold, 2 Weeks
Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks
Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
Requires: Armorer
Cost: 50,000 Gold, 2 Weeks
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Requires: Apprentice Smith Proficiency, 10 other Smith abilities
Cost: 125,000 Gold, 4 Weeks
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Requires: Repair
Cost: 75,000 Gold, 3 Weeks
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Requires: Weaponsmith
Cost: 50,000 Gold, 2 Weeks
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Requires: Woodcarver
Cost: 25,000 Gold, 3 Weeks
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 2 Weeks
And on Track B:
1/28/19
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
2/11/19
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks
2/25/19
Sunglasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker
Cost: 500,000 Gold, 2 Weeks
3/11/19
.....?
Celas wrote:Postby Celas » Tue Jan 29, 2019 2:22 pm
Celas wrote:
Celas wrote:
Celas wrote:Ze MAESTRO has finished his ginormous training queue, found HERE, culminating in Adept Instrument Training!
He starts training in real-time:
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Cost: 0 Gold, 5 Weeks
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks
This takes 14 Weeks, finishing on January 1, 2019 (Happy New Year!) and costing 515,000 Gold (which Elyion will pay)
It's done!
New training:
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Will finish on January 15
It's done!
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Will finish on January 29
It's done!
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
(02/12)
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/26)
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(03/12)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(04/16)
Costs 560,000 Gold and finishes on April 16, 2019
Kit wrote:Postby kitsune106 » Wed Jan 30, 2019 6:25 pm
hera mines since 1/08/2019
4,000,000 gold
4 Mountain King bonus weeks
Kit wrote:Postby kitsune106 » Fri Feb 01, 2019 3:01 pm
hera mines since 1/08/2019
5,000,000 gold
5 Mountain King bonus weeks
Underdog wrote:Postby Underdog » Sun Feb 03, 2019 4:20 pm
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 Gold, 2 Weeks
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week
The training starts on 12/28/18 and is completed on 2/1/19
Resources used:
130,000 | Gold
http://www.gad.tfsnewworld.com/forum/vi ... 38#p165438
The above training has been completed and the march to spatial mage will continue:
Underdog Track B
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement, 3 other Wizard abilities
Cost: 125,000 Gold, 2 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
The total training time will take 0 weeks since Underdog will use the remaining 2 bonus weeks of Wanderer to complete the Unified Knowledge and 22 Bonus Weeks to complete the training (Full training is 24 weeks)
Resources used:
26,625,000 | Gold
2 | Wanderer Bonus Weeks (On sheet)
22 | Bonus Weeks (On Sheet)
Kit wrote:Postby kitsune106 » Sun Feb 03, 2019 4:22 pm
hera mines since 1/08/2019
6,000,000 gold
6 Mountain King bonus weeks
Underdog wrote:Postby Underdog » Sun Feb 03, 2019 4:29 pm
Underdog Track B
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement, 3 other Wizard abilities
Cost: 125,000 Gold, 2 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
The total training time will take 0 weeks since Underdog will use the remaining 2 bonus weeks of Wanderer to complete the Unified Knowledge and 22 Bonus Weeks to complete the training (Full training is 24 weeks)
Resources used:
26,625,000 | Gold
2 | Wanderer Bonus Weeks (On sheet)
22 | Bonus Weeks (On Sheet)
Underdog Track B
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 2 Weeks
This training will take 18 weeks to complete and is started on 2/3/19 and will be finished on June 9th, 2019
Resources Used:
960,000 | Gold
The Nottest of Daves wrote:Postby The Nottest of Daves » Tue Feb 05, 2019 2:57 pm
The previous training track
Time for Enrica to become MOAR SUPERHERO!
Dodge through Calculating Bullet Trajectory- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level x 2, to a max of 120)% Dodge against 'Ranged Attack' actions from individuals below Possessor Level and (Possessor Level x 2, to a max of 120)% Dodge against attacks from individuals below Possessor Level who are in the back row
Requires: Superior Reflexes
Cost: 5,000,000 Gold, 2 Weeks
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Requires: Basic Superpower Attunement, 15 Base SPI
Cost: 5,000,000 Gold, 2 Weeks
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Requires: Basic Superpower Attunement, 15 Base MIN
Cost: 5,000,000 Gold, 2 Weeks
Superior Reflexes- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Dodge and (100 + Possessor Level, to a max of 160%) To Hit
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks
Super-Endurance- (Passive Ability, Other: Superhero) Possessor gains +(1,000 * Possessor Level, to a max of +60,000) HP
Requires: Basic Superpower Attunement, 15 Base CON
Cost: 5,000,000 Gold, 2 Weeks
Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Requires: Basic Superpower Attunement, 10 Base AGI, 10 Base SPI
Cost: 5,000,000 Gold, 2 Weeks
Superior Resilience- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Resilience
Requires: Super-Endurance
Cost: 5,000,000 Gold, 2 Weeks
Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks
Super Strength- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) STR
Requires: Basic Superpower Attunement, 15 Base STR
Cost: 5,000,000 Gold, 2 Weeks
To Complete 2018-06-11
Dulcinea pays 45,000,000 Gold
Kit wrote:Postby kitsune106 » Fri Feb 08, 2019 1:13 pm
hera mines since 1/08/2019
8,000,000 gold
8 Mountain King bonus weeks
Aeromage wrote:Postby Aeromage » Fri Feb 08, 2019 8:10 pm
Cael has finished learning this lot!
It's time he finally learned the last leg of that damn Elementalist tree. This is going to take a while.
On the plus side, he finally gets to use one of the first abilities he ever got, Acquaintances With 1,000 Elementalist Masters, to lower the cost of each ability by 100,000!
He begins training for:
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Requires: Purity of Earth
Cost: 125,000 Gold, 4 Weeks
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 80,000 Gold, 3 Weeks
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Requires: Hand of Glittering Mineral
Cost: 0 Gold, 2 Weeks
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Requires: Hand of Unbroken Stone
Cost: 0 Gold, 2 Weeks
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Requires: Hand of Gravel
Cost: 0 Gold, 2 Weeks
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Requires: Aura of Earth
Cost: 150,000 Gold, 3 Weeks
Track B begins training for (spending his remaining Unbound Guru Week in the process):
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Requires: Speak the Tongue of Earths
Cost: 0 Gold, 3 Weeks
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Cavern Beasts
Cost: 0 Gold, 3 Weeks
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Requires: Envoy of Earth
Cost: 0 Gold, 3 Weeks
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Requires: Detect Void, Improved Understanding of the Heart of Void
Cost: 5,000,000 Gold, 2 Weeks
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void 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 Void
Requires: Basic Understanding of the Heart of Void
Requires: 200,000 Gold, 2 Weeks
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Requires: Unbound Guru, Wanderer, Absorb Void, Can Hear the Underpinnings of the Cosmos While In Solitude
Cost: 40,000,000 Gold, 2 Weeks
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Requires: Control of Void, Empowered by Void
Cost: 5,000,000 Gold, 1 Week
Total cost: 50,555,000 Gold.
Both finish on the 31st of May, 2019.
Aeromage wrote:Postby Aeromage » Fri Feb 08, 2019 9:13 pm
Meanwhile, Caelum has finished learning this stuff on Track A.
He continues on Track A, beginning to train:
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
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
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Requires: Doublespeed Recovery (Minor), Temporal Primarch, Level 20
Cost: 5,000,000 Gold, 2 Weeks
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Requires: Temporal Primarch, Level 40
Cost: 40,000,000 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
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
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Requires: Defenses that Utilize Time, Basic Acceleration Within Time's Domain
CosT: 3,000,000 Gold, 2 Weeks
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Requires: Defenses that Utilize Time, Temporal Primarch
Cost: 7,500,000 Gold, 2 Weeks
Costing 106,300,000 Gold.
Finishing on the 31st of May.
Kit wrote:Postby kitsune106 » Sun Feb 10, 2019 7:13 pm
hera mines since 1/08/2019
9,000,000 gold
9 Mountain King bonus weeks
Celas wrote:Postby Celas » Mon Feb 11, 2019 3:16 pm
Celas wrote:Demosthenes's first ability is done!
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
He starts training:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(Dec. 22, 2018)
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(Jan. 05, 2019)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(Feb. 09, 2019)
Elyion picks up the gold cost.
Whoop, that's done!
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/25)
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
(03/11)
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
(03/25)
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
(04/08)
Costs 345,000 Gold (bill to El) and finishes on April 8th
Kit wrote:Re: Ability Shop 3.0
Postby kitsune106 » Wed Feb 20, 2019 12:00 pm
hera mines since 1/08/2019
10,000,000 gold
10 Mountain King bonus weeks
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Feb 24, 2019 9:38 pm
Celestine von Reuter continues her training toward reaching the heights of Adept Gearwright!
Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Requires: Baroque Ornamentation, Diplomat
Cost: 3,000,000 Gold, 2 Weeks
Blinding Flash Filament- (Passive Ability, Gearwright) Whenever possessor attempts to scan an individual's stats with possessor's 'Inbuilt Daguerreotype Camera' ability, possessor may choose to have a a 30% chance of inflicting Impaired: Blind on said individual
Requires: Inbuilt Daguerreotype Camera
Cost: 70,000 Gold, 2 Weeks
Compact, Folding Gear-Mechanisms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor does not count against the Passenger Capacity of vehicles that possessor is a Passenger of, provided said vehicles possess Passenger Capacities that are greater than 0.
Requires: Fast Gears, Working Like Clockwork
Cost: 4,000,000 Gold, 2 Weeks
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks
Has a Wide-Angle Lens- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may scan the stats of 15 individuals
Requires: Inbuilt Daguerreotype Camera
Cost: 400,000 Gold, 2 Weeks
Has Gears Covered in Ornamental Gears with Gear Designs on Them- (Passive Ability, Gearwright) Whenever one of possessor's Gearwright abilities or equipped Upgrade accessories would lose its text due to a source below Level 40 or would be destroyed by a source below Level 40, it gains an 80% chance of having such not happen
Requires: Gratuitously Steampunk
Cost: 7,000,000 Gold, 2 Weeks
Inbuilt Daguerreotype Camera- (Active Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to scan the stats of a target below Level 20
Requires: Clockwork Traits
Cost: 60,000 Gold, 2 Weeks
Inbuilt Ornamental Typewriter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's allies may spend an action to acquire a buff that stacks 3 times that causes its possessor to count as having an additional Tome equipped that also (provides its possessor's allies with +200 to all stats as a bonus that stacks 5 times)
Requires: Baroque Ornamentation, Clockwork Traits, Basic Book Training
Cost: 4,000,000 Gold, 2 Weeks
Rotationally-Deployable Brass-and-Silver Hammer-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions have their chances of inflicting Fatigued: Stun increased by 60%, and possessor may choose to count as wielding up to 2 additional Hammers
Requires: Baroque Ornamentation, Steam-Powered Piston-Fists, Gearwright, Level 20
Cost: 15,000,000 Gold, 2 Weeks
Self-Restabilizing Clockwork Crab-Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Fatigued: Stun Immunity, Fatigued: Prone Immunity, and Stat Drain: AGI Drain Immunity
Requires: Self-Stabilizing Internal Gyroscope, Gearwright, Level 20
Cost: 6,000,000 Gold, 2 Weeks
Shockingly-Effective Foot-Deployable Roller-Skates with Gear-Shaped Wheels- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, choose at the beginning of a round to gain a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes and that causes its possessor to have an additional Boots equipped
Requires: Clockwork Traits, Basic Unarmed Technique Attunement
Cost: 400,000 Gold, 2 Weeks
Snap-Out Eye-Binoculars- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, at the start of each round, obtain a non-stacking buff that allows its possessor to scan the stats of an individual who is either in the same battlespace and below Level 40 or who is in any battlespace that is part of the same battle who is below Level 20 at the start of each round
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks
Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Requires: Baroque Ornamentation, Well-Oiled
Cost: 3,000,000 Gold, 2 Weeks
Dulcinea pays 43,530,000 Gold
To Complete on 2019-08-25
Kit wrote:Postby kitsune106 » Wed Feb 27, 2019 10:40 pm
hera mines since 1/08/2019
11,000,000 gold
11 Mountain King bonus weeks
Kit wrote:Postby kitsune106 » Tue Mar 05, 2019 9:00 pm
hera mines since 1/08/2019
12,000,000 gold
12 Mountain King bonus weeks
Celas wrote:Postby Celas » Thu Mar 07, 2019 6:05 pm
Celas wrote:
Celas wrote:El starts training
Track A:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Track B:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both to finish on January 16
It's done!
New training:
Track A:
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(1/31)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(03/07)
Track B:
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks
(01/31)
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Requires: Basic Channeler Attunement
Cost: 40,000 Gold, 2 Weeks
(02/14)
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
(02/28)
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week
(03/07)
This costs a total of 750,000 Gold and both tracks will finish on March 3, 2019
Hey, those are done.
Track A:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Track B:
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both finish on March 21
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Re: Ability Shop
Page 25
Aeromage wrote:Postby Aeromage » Wed Mar 13, 2019 4:25 pm
The Doctor has finished learning this and this.
Basic Evolution Resistance doesn't exist, but it should. Neitherr does Defenses that Utilize Evolution or Basic Understanding of the Heart of Evolution. Templated here:
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Requires: Basic Command of Evolution
Cost: 40,000 Gold, 2 Weeks
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Requires: Basic Evolution Synchronization, Basic Defenses against Evolution, Basic Weaponization of Evolution
Cost: 200,000 Gold, 2 Weeks
A couple of others have been messed up in formatting (prices cut off, etc). I grabbed the floating, orphaned Costs and Requirements drifting in the Evolution list and combined them here.
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Requires: Basic Weaponization of Evolution, Control of Evolution, Reflect Evolution
Cost: 5,000,000 Gold, 2 Weeks
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Requires: Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks
2:40 AM] Gadigan: Approved. They initially didn't exist because Darston didn't have them (so far as I know), but the tree has grown a bit since then independently and should now have them. You can post this
Track A begins training:
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Requires: Basic Evolution Resistance
Cost: 200,000 Gold, 2 Weeks
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution
Requires: Basic Weaponization of Evolution, Control of Evolution, Reflect Evolution
Cost: 5,000,000 Gold, 2 Weeks
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Requires: Basic Evolution Synchronization, Basic Defenses against Evolution, Basic Weaponization of Evolution
Cost: 200,000 Gold, 2 Weeks
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Requires: Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Requires: Improved Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Evolution Resistance, Progenitor of Species, Level 20
Cost: 500,000 Gold, 2 Weeks
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Requires: Emanate Evolution, Defenses that Utilize Evolution, and Improved Weaponization of Evolution
Cost: 5,000,000 Gold, 2 Weeks
Track B begins on:
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Requires: Basic Command of Evolution
Cost: 40,000 Gold, 2 Weeks
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Requires: Basic Evolution Synchronization, Scholar
Cost: 5,000,000 Gold, 2 Weeks
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Requires: Apprentice Evolution Resistance, Basic Defenses against Evolution
Cost: 500,000 Gold, 2 Weeks
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Requires: Defenses that Utilize Evolution
Cost: 5,000,000 Gold, 2 Weeks
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural stats are 10 points higher for each 100 points worth of bonuses to stats its summoner possessed due to buffs at the time of summoning, to being a max of 2,000 points higher
Requires: Progenitor of Species, Scholar
Cost: 5,000,000 Gold, 2 Weeks
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Requires: Control of Evolution, Summoner
Cost: 5,000,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Requires: Elemental Attack-Conversion: Evolution
Cost: 500,000 Gold, 2 Weeks
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Requires: Evolution Immunity
Cost: 500,000 Gold, 2 Weeks
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Requires: Missing-Link-Skipping Summoning Art
Cost: 5,000,000 Gold, 2 Weeks
Total cost: 58,520,000 Gold
Both finish on the 17th of July.
Next focus: Druglord!
Armocida wrote:Postby Armocida » Sun Mar 17, 2019 10:08 pm
Orky Starts his Track B!
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Requires: Basic Divine Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Requires: Divine Magic Casting II, Apprentice Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Requires: Apprentice Divine Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 30,000 Gold, 2 Weeks
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Apprentice Divine Magic Attunement, 10 other Priest abilities
Cost: 125,000 Gold, 4 Weeks
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Requires: Priest, Paladin
Cost: 300,000 Gold, 2 Weeks
Channeler
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Requires: Apprentice Channeler Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 200,000 Gold, 3 Weeks
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Requires: Apprentice Channeler Attunement, Basic Linkup Mastery, Basic Element Channeling
Cost: 5,000,000 Gold, 2 Weeks
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Requires: Assumption of the Colors of Beasts Within, Channeler
Cost: 5,000,000 Gold, 2 Weeks
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Requires: Assumption of the Shapes of Beasts Within, Basic Transfer Mastery of Stats, Basic Transferral of Good Health
Cost: 1,000,000 Gold, 2 Weeks
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Linkup Mastery, Apprentice Channeler Attunement
Cost: 150,000 Gold, 2 Weeks
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Requires: Improved Transferal of Health, Improved Transferal of Mana
Cost: 100,000 Gold, 2 Weeks
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Requires: Basic Transferal of Good Health
Cost: 200,000 Gold, 2 Weeks
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Requires: Basic Transferal of Superior Health, Apprentice Channeling Attunement
Cost: 100,000 Gold, 2 Weeks
(Will do a gold and week count) - 54 weeks by my estimate will be done next march!
Underdog wrote:Postby Underdog » Mon Mar 18, 2019 8:11 am
The above training has been completed. Oliver starts the following training on December 25th and will be completed on March 12th, 2019
Wind-Up Arrow- (Technique Ability, Archer) Possessor may use 'Wind-Up Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.
Requires: Bow Wielding III
Cost: 7,800,000 Gold, 1 Weeks
Adept Bow Training- (Passive Ability, Archer) Bow weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Bow weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Bow
Requires: Archer, 50 other Archer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
http://www.gad.tfsnewworld.com/forum/vi ... 64#p165364
Oliver Track B:
Starts on 1/7/19 and finishes on 3/11/19 (Total 9 weeks after applying Shot Mastery)
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Requires: Basic Gun Training
Cost: 110,000 Gold, 2 Weeks
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Total Weeks - 9 (applying Shot Mastery)
Total Gold used - 800,000 (Each skill reduced by 200K to a min of 0 - Shot Mastery)
http://www.gad.tfsnewworld.com/forum/vi ... 40#p166041
Track A and Track B have been completed for Oliver
Track A
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Track B
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Both tracks will start on 3/18/19 and finish on 3/25/19 (1 week reduction due to shot mastery).
Total Gold (Shot Mastery applied)
200,000 | Gold
Celas wrote:Postby Celas » Mon Mar 18, 2019 4:17 pm
Celas wrote:Celas's track A is finished!
With the last requirement out of the way, he starts training in real-time:
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Requires: Knowledge of Esoteric Elements, Astromancer, Veilwalker, Wanderer, Arcane Vizier, Summoner, Captain
Cost: 50,000,000 Gold, 30 Weeks
This'll finish on March 18, 2019.
Hey, it's done!
75 Essence Sphere: Botanist get bounced off Cael/um for 5 each Improved/Greater/Essence Sphere: Aetheric Voyager, providing Celas with 15 Weeks that he uses to learn:
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Requires: Basic Aether Synchronization, 3 other Aetheric Voyager abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether 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 Aether
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Requires: Basic Defenses Against Aether
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Aether
Cost: 100,000 Gold, 2 Weeks
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Consuming 14 of those 15 Aetheric Voyager Weeks and leaving 1
He starts training in real-time on Track A:
Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Requires: Basic Aether Synchronization, Basic Defenses against Aether, Basic Weaponization of Aether
Cost: 200,000 Gold, 2 Weeks
Improved Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Aether Synchronization, 10 other Aetheric Voyager abilities
Cost: 125,000 Gold, 4 Weeks
That training will finish on April 29, 2019
This post, including sphere-week insta-buys, costs 1,395,000 Gold.
He also gains the awards:
Has Consumed 5 Essence Sphere: Aetheric Voyager
Has Consumed 5 Improved Essence Sphere: Aetheric Voyager
Has Consumed 5 Greater Essence Sphere: Aetheric Voyager
Kit wrote:Postby kitsune106 » Mon Mar 18, 2019 9:04 pm
hera mines since 1/08/2019
13,000,000 gold
13 Mountain King bonus weeks
Celas wrote:Postby Celas » Sun Mar 24, 2019 5:14 pm
Celas wrote:
Track A:
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Track B:
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both finish on March 21
Whoops, El's training is totally done.
A:
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
B:
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
EDIT: April 7, silly past-Celas.
Kit wrote:Postby kitsune106 » Mon Mar 25, 2019 5:44 pm
hera mines since 1/08/2019
14,000,000 gold
14 Mountain King bonus weeks
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Mar 31, 2019 9:35 pm
Dulcinea completes
~GATEKEEPER~
Scholar of Doorways- (Passive Ability, Other: Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Requires: Scholar of Dimensions, Wanderer, Veilwalker, Knowledge of Ethereal Pathways, Gatekeeper
Cost: 10,000,000 Gold, 3 Weeks
Watcher of Doorways- (Passive Ability, Other: Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Requires: Summoner, Otherwordly Glory
Cost: 3,000,000 Gold, 2 Weeks
Fractal Butterfly-Being- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor gains +50% Dodge, gets two Dodge chances when attacked, and has a 200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging.
Requires: Wonderworker, Outsider Traits, Vermin Master
Cost: 30,000,000 Gold, 2 Weeks
~WONDERWORKER~
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Requires: Defenses that Utilize Wonder
Cost: 15,000,000 Gold, 2 Weeks
Footsteps of Song- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Bard Stance, whenever possessor switches rows, possessor may choose up to three allies and cure one minor negative status effect from a source below Level 60 or a debuff from a source below Level 60 in each
Requires: Basic Wonder Synchronization, Bard
Cost: 1,000,000 Gold, 2 Weeks
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wonder Synchronization, 10 other Wonderworker abilities
Cost: 125,000 Gold, 4 Weeks
===============
Dulcinea has some things she's been meaning to get up to name-rank!
~EBON CHANCELLOR~
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
~LAWBRINGER~
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Requires: Apprentice Mace Training, 10 other Lawbringer abilities
Cost: 125,000 Gold, 4 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
~WARLOCK~
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks
~WARRIOR~
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
Costing 1,175,000 Gold
To finish on 2019-08-18
~This post UPDATED~
Kit wrote:Postby kitsune106 » Tue Apr 02, 2019 8:05 pm
hera mines since 1/08/2019
15,000,000 gold
15 Mountain King bonus weeks
Celas wrote:Postby Celas » Sun Apr 07, 2019 10:59 pm
Celas wrote:Whoops, El's training is totally done.
A:
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
B:
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
EDIT: April 7, silly past-Celas.
Those are done, too!
Track A:
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Track B:
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks
April 21
Celas wrote:Postby Celas » Mon Apr 08, 2019 12:42 pm
Demosthenes's current training
Celas wrote:Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/25)
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
(03/11)
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
(03/25)
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
(04/08)
Costs 345,000 Gold (bill to El) and finishes on April 8th
Is done!
He starts training:
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/22)
Basic Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +50 to all stats
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/06)
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/20)
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Requires: Basic Moon Synchronization, 3 other Lunar Trickster abilities
Cost: 125,000 Gold, 2 Weeks
This costs 225,000 Gold (bill to El) and finishes on June 3, 2019
Kit wrote:Postby kitsune106 » Wed Apr 10, 2019 9:14 am
Joined: Sat Apr 21, 2007 9:30 pm
Posts: 30790
hera mines since 1/08/2019
16,000,000 gold
16 Mountain King bonus weeks
Celas wrote:Postby Celas » Fri Apr 12, 2019 9:40 am
Celas wrote:I did a dumb and need to fix it. Anathema's current Track B training gets aborted. She finished:
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow 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 +100 Melee Attack and becomes solely Darkness element.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Requires: Basic Sword Training, Basic Light Synchronization
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame 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 +100 Melee Attack and becomes solely Fire element.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great 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 +100 Melee Attack and becomes solely Glory element.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition 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 +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
(Said Cancellation refunds 1,925,000 Gold, or do you deduct those when this is complete?)
A PC may buy off flaws it possesses at a cost of 10 times the bonus weeks they would give in weeks and 100,000 times the number of bonus weeks they would give in Gold.
She starts training off
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
for 10 Weeks and 100,000 Gold.
This will finish on 2019/03/15
and then to keep things nice and neat:
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Fire Synchronization, 10 other Blazing Sultan abilities
Cost: 125,000 Gold, 4 Weeks
2019/04/12
Done!
No new training started yet, pending Expert Swordsman completing in two days.
The Nottest of Daves wrote:Postby The Nottest of Daves » Fri Apr 12, 2019 2:25 pm
Dulcinea completes training for Mastery of Many Topics and begins:
Cross-Dimensional Keening Call- (Passive Ability, Other: Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Requires: Opener of Doorways, Otherworldly Soul
Cost: 10,000,000 Gold, 3 Weeks
Opener of Doorways- (Passive Ability, Other: Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Requires: Summoner, Scholar of Dimensions, Scholar of Monsters, Gatekeeper
Cost: 10,000,000 Gold, 3 Weeks
costing 20,000,000 Gold
To Complete 2019-05-24
~This post UPDATED~
Kit wrote:Postby kitsune106 » Sat Apr 13, 2019 6:34 pm
hera mines since 1/08/2019
17,000,000 gold
17 Mountain King bonus weeks
Celas wrote:Postby Celas » Sun Apr 14, 2019 1:12 pm
Anathema's Track A, Found HERE in the old thread, culminating in Expert Sword Training is FINALLY finished!
Continuing on:
Track A:
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying 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 +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane 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 +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting 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 +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying 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 +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Requires: Magic Being-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane 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 +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting 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 +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying 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 +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane 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 +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting 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 +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying 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 +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane 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 +750 Melee Attack against Plants and gains +25% Critical against Plants.
Requires: Plant-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying 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 +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane 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 +750 Melee Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting 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 +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying 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 +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane 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 +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying 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 +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane 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 +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting 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 +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying 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 +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane 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 +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting 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 +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying 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 +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane 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 +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting 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 +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying 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 +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Requires: Solar Being-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane 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 +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Requires: Spirit-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting 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 +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying 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 +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane 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 +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Requires: Umbral-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting 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 +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying 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 +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Requires: Umbral-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane 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 +750 Melee Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Slash, Swordsman, Level 20
Cost: 100,000 Gold, 1 Weeks
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting 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 +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Sword Training
Cost: 100,000 Gold, 1 Weeks
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying 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 +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Slash, Adept Sword Training, Level 40
Cost: 100,000 Gold, 1 Weeks
Takes 35 Weeks, Costs 3,500,000 Gold. Finishes on December 15, 2019
Track B:
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Slash, Apprentice Sword Training, Apprentice Darkness Synchronization
Cost: 100,000 Gold, 1 Weeks
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Slash, Apprentice Sword Training, Apprentice Light Synchronization
Cost: 100,000 Gold, 1 Weeks
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking 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 +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Requires: Great Slash, Apprentice Sword Training, Apprentice Glory Synchronization
Cost: 100,000 Gold, 1 Weeks
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Awesome Slash, Swordsman, Radiant Hierophant
Cost: 100,000 Gold, 1 Weeks
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Slash, Swordsman, Ebon Chancellor
Cost: 100,000 Gold, 1 Weeks
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous 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 +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Gobsmacking Slash, Swordsman, Living Legend
Cost: 100,000 Gold, 1 Weeks
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing 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 +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Requires: Shining Slash, Level 20
Cost: 300,000 Gold, 1 Weeks
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black 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 +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Slash, Level 20
Cost: 300,000 Gold, 1 Weeks
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant 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 +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Requires: Sweeping Slash, Level 20
Cost: 300,000 Gold, 1 Weeks
Void Slash- (Technique Ability, Swordsman) Possessor may use 'Void 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 Darkness element, and gains '50% inflicts Voidstruck'.
Requires: Black Slash, Adept Sword Training, Adept Darkness Synchronization, Level 40
Cost: 300,000 Gold, 1 Weeks
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Explosive 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 +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Ignition Slash, Swordsman, Blazing Sultan
Cost: 100,000 Gold, 1 Weeks
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Kensei
Cost: 200,000 Gold, 2 Weeks
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 500,000 Gold, 2 Weeks
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Magic Blade
Cost: 300,000 Gold, 2 Weeks
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Sword's Fury
Cost: 300,000 Gold, 2 Weeks
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Requires: Swordsman, Kensei, Slash Mastery, Meditation of the Sword's Thirst
Cost: 5,000,000 Gold, 2 Weeks
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks
35 Weeks, 8,760,000 Gold. Finishes on December 15th, 2019
Celas wrote:Postby Celas » Tue Apr 16, 2019 3:17 pm
Celas wrote:It's done!
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
(02/12)
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/26)
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(03/12)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(04/16)
Costs 560,000 Gold and finishes on April 16, 2019
It's done!
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/30)
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
(05/14)
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
This costs 140,000 Gold and will finish on May 28th 2019
LATE EDIT FOR CLARITY: So I removed a bunch of nested quotes in the post when I made it, because there's a limit of 3 and it wouldn't post! ...but I just now noticed, weeks later, that doing so trimmed out every instance of the character name. This is for the Maestro.
Kit wrote:Postby kitsune106 » Sun Apr 21, 2019 4:24 pm
hera mines since 1/08/2019
18,000,000 gold
18 Mountain King bonus weeks
Celas wrote:Postby Celas » Fri Apr 26, 2019 2:00 pm
Celas wrote:
Celas wrote:Whoops, El's training is totally done.
A:
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
B:
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
EDIT: April 7, silly past-Celas.
Those are done, too!
Track A:
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Track B:
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks
April 21
That's done, too.
Changing track a bit:
A:
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
B:
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both on May 10
Kit wrote:Postby kitsune106 » Mon Apr 29, 2019 11:55 am
hera mines since 1/08/2019
19,000,000 gold
19 Mountain King bonus weeks
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 26
Celas wrote:Postby Celas » Mon Apr 29, 2019 1:27 pm
Celas, track A:
Celas wrote:Hey, it's done!
75 Essence Sphere: Botanist get bounced off Cael/um for 5 each Improved/Greater/Essence Sphere: Aetheric Voyager, providing Celas with 15 Weeks that he uses to learn:
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Requires: Basic Aether Synchronization, 3 other Aetheric Voyager abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether 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 Aether
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Requires: Basic Defenses Against Aether
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Aether
Cost: 100,000 Gold, 2 Weeks
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Requires: Basic Aether Synchronization
Cost: 40,000 Gold, 2 Weeks
Consuming 14 of those 15 Aetheric Voyager Weeks and leaving 1
He starts training in real-time on Track A:
Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Requires: Basic Aether Synchronization, Basic Defenses against Aether, Basic Weaponization of Aether
Cost: 200,000 Gold, 2 Weeks
Improved Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Aether
Cost: 500,000 Gold, 2 Weeks
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Aether Synchronization, 10 other Aetheric Voyager abilities
Cost: 125,000 Gold, 4 Weeks
That training will finish on April 29, 2019
This post, including sphere-week insta-buys, costs 1,395,000 Gold.
He also gains the awards:
Has Consumed 5 Essence Sphere: Aetheric Voyager
Has Consumed 5 Improved Essence Sphere: Aetheric Voyager
Has Consumed 5 Greater Essence Sphere: Aetheric Voyager
That's done.
Celas, track B:
Celas wrote:Celas's Track B has finished
He's learned:
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
He combos up 10 Essence Sphere: Botanist into 10 Geomancer Weeks to immediately learn:
Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Requires: Geomancy Casting II, Apprentice Geomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Requires: Apprentice Geomancy Attunement, 10 other Geomancer abilities
Cost: 125,000 Gold, 4 Weeks
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Costing 315,000 Gold and granting the awards:
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
He starts training:
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks
(2019.02.17)
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
(2019.03.24)
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks
(2019.04.07)
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Wisdom
Cost: 5,000,000 Gold, 2 Weeks
(2019.04.21)
Costs 90,000,000 Gold and will finish on April 21, 2019
That's also done.
New training, slowmo:
Track A:
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Requires: Basic Zonal Acclimation of Fate
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Requires: Basic Zonal Acclimation of Fate
Cost: 30,000 Gold, 1 Week
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Requires: Basic Fate Synchronization
Cost: 40,000 Gold, 2 Weeks
Call Forth the Living Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to summon 5 Elementals that are Fate element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Fate, Emanate Fate
Cost: 300,000 Gold, 2 Weeks
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Requires: Improved Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Invocation of Fate' in conjunction with an 'Elemental Attack' action so long as possessor is Fate element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Fate
Cost: 200,000 Gold, 2 Week
Emanate Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element Damage to up to 10 targets
Requires: Absorb Fate, Fate Manipulation
Cost: 100,000 Gold, 2 Weeks
Fate Battle-Aura- (Stance Ability, Other: Destiny Weaver) Possessor deals 10,000 Flat Fate element Damage to each opponent at the start of each round
Requires: Emanate Fate, Improved Weaponization of Fate
Cost: 200,000 Gold, 3 Weeks
Fate Body Form- (Stance Ability, Other: Destiny Weaver) Possessor gains +200 Defense against Fate, Possessor gains 15% Fate Resistance, Possessor may deal 5,000 Flat Fate element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Fate, Destiny Weaver, Basic Fate Resistance, Apprentice Understanding of the Heart of Fate, Apprentice Defenses Against Fate
Cost: 300,000 Gold, 3 Weeks
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Fate, Destiny Weaver
Cost: 5,000,000 Gold, 2 Weeks
Improved Fate Elemental Emanation- (Passive Ability, Other: Destiny Weaver) Possessor's 'Call Forth the Living Fate' ability may summon entities up to Level 20
Requires: Call Forth the Living Fate
Cost: 200,000 Gold, 2 Weeks
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Requires: Apprentice Zonal Acclimation of Fate
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Fate Empowerment- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fate
Requires: Empowered by Fate, Nourished by Fate, Improved Zonal Acclimation of Fate
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains the element Fate while in Destiny Weaver stances
Requires: Meditative Assumption of Fate, Adept Fate Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Requires: Manipulate Fate
Cost: 1,000,000 Gold, 2 Weeks
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Requires: Manipulate Fate: A Curse Upon You, Manipulate Fate: Dark Destiny
Cost: 1,000,000 Gold, 2 Weeks
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Requires: Manipulate Fate
Cost: 2,000,000 Gold, 2 Weeks
Destined Impulse- (Technique Ability, Controller) Possessor may use 'Destined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Requires: Thread-Cutting Impulse, Adept Force Training, Adept Fate Synchronization, Level 40
Cost: 300,000 Gold, 1 Weeks
Track B:
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Requires: Basic Fate Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Requires: Elemental Attack-Conversion: Fate
Cost: 500,000 Gold, 2 Weeks
Nourish Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor deals HP or MP healing to an Fate element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Fate, Nourished by Fate
Cost: 200,000 Gold, 2 Weeks
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate
Requires: 200,000 Gold, 2 Weeks
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Fate Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5% Dodge against Fate element individuals
Requires: Improved Defenses Against Fate, Improved Understanding of the Heart of Fate, Apprentice Defenses that Utilize Fate
Cost: 200,000 Gold, 2 Weeks
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Requires: Improved Weaponization of Fate
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Fate- (Passive Ability, Other: Destiny Weaver) If possessor is Fate element and performs an 'Elemental Attack' action that is solely Fate element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Fate
Cost: 500,000 Gold, 2 Weeks
Reconsume Fate Elemental Spawn- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of any round, unsummon one of possessor's Fate element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Fate Elemental Emanation, Improved Affinity to Healing Via Fate
Cost: 200,000 Gold, 2 Weeks
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Requires: Fate Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Fate- (Passive Ability, Other: Destiny Weaver) If possessor's last action was solely Fate element either due to this ability or the technique 'Elemental Attack-Conversion: Fate', possessor may make any of possessor's offensive actions solely Fate element.
Requires: Nonsynchronous Elemental Attack-Conversion: Fate, Adept Fate Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Soothing Fate Emanation- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element HP Healing to up to 10 targets that are Fate element
Requires: Emanate Fate, Nourish Fate
Cost: 300,000 Gold, 1 Week
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate, Defenses that Utilize Fate
Requires: 500,000 Gold, 2 Weeks
Understanding of the Bonds of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fate element individual
Requires: Improved Understanding of the Heart of Fate
Cost: 200,000 Gold, 2 Weeks
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Requires: Basic Understanding of the Heart of Fate
Requires: 200,000 Gold, 2 Weeks
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Fate, Improved Zonal Acclimation of Fate
Cost: 1,000,000 Gold, 2 Weeks
Track A: 18,770,000 gold
Track B: 24,800,000 gold
Both finish on January 20, 2020
Kit wrote:Postby kitsune106 » Wed May 01, 2019 8:15 am
hera mines since 1/08/2019
19,000,000 gold
18 Mountain King bonus week
Kit wrote:Postby kitsune106 » Fri May 03, 2019 8:30 am
hera mines since 1/08/2019
20,000,000 gold
20 Mountain King bonus week
Kit wrote:Postby kitsune106 » Sat May 04, 2019 6:39 pm
hera mines since 1/08/2019
21,000,000 gold
21 Mountain King bonus week
Kit wrote:Postby kitsune106 » Sun May 05, 2019 7:40 pm
hera mines since 1/08/2019
22,000,000 gold
22 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon May 06, 2019 9:56 am
hera mines since 1/08/2019
23,000,000 gold
23 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon May 06, 2019 12:46 pm
Kit will start:
Track A:
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Requires: Apprentice Shield Training
Cost: 200,000 Gold, 2 Weeks
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Requires: Basic Shield Training
Cost: 20,000 Gold, 2 Weeks
Stone Shield Stance- (Stance Ability, Defender) +50 Defense against Earth if a non-Earth element Shield is equipped or +500 Defense against Earth if an Earth element Shield is equipped, 10% Earth Resistance, 20% Air Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Requires: Apprentice Shield Training, 10 other Defender abilities
Cost: 125,000 Gold, 4 Weeks
costing
455,000 Gold
finishing on 7/29/2019
TRack B:
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Requires: Clockwork Programming II
Cost: 40,000 Gold, 2 Weeks
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Requires: Defensive Clockwork Programming I, Apprentice Gearwright Knowledge
Cost: 100,000 Gold, 2 Weeks
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Requires: Apprentice Gearwright Knowledge, 10 other Gearwright abilities
Cost: 125,000 Gold, 4 Weeks
Clock-Gear Wings- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +300 AGI for turn-order-determining purposes, Possessor's turn-order-determining stat sum may not be specifically and directly reduced by sources below Level 40, Possessor gains Impaired: Slow Immunity, and Chances of inflicting Augmented: Haste on possessor are increased by 10%
Requires: Basic Acceleration Within Time's Dominion, Gearwright
Cost: 1,000,000 Gold, 2 Weeks
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Requires: Clock-Gear Wings, Undo, Temporally Enhanced Speed, Improved Defenses that Utilize Time, Temporal Primarch, Level 20
Cost: 75,000,000 Gold, 2 Weeks
costing 76,365,000 gold
on 8/12/2019
Celas wrote:Postby Celas » Sun May 12, 2019 1:41 pm
For El, Trimmed Quotes:
Changing track a bit:
A:
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
B:
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Both on May 10
Those are done and I don't know why I did them.
A:
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
B:
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Finishes on June 23
Kit wrote:Postby kitsune106 » Sun May 12, 2019 4:28 pm
hera mines since 1/08/2019
24,000,000 gold
24 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon May 13, 2019 4:57 pm
hera mines since 1/08/2019
25,000,000 gold
25 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue May 14, 2019 8:38 am
hera mines since 1/08/2019
26,000,000 gold
26 Mountain King bonus week
Underdog wrote:Postby Underdog » Wed May 15, 2019 7:51 am
http://gad.tfsnewworld.com/forum/viewto ... 80#p166914
Track A and Track B have been completed for Oliver
Track A
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Track B
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Both tracks will start on 3/18/19 and finish on 3/25/19 (1 week reduction due to shot mastery).
Total Gold (Shot Mastery applied)
200,000 | Gold
Above training is done
OLIVER TRACK A:
*Note - Oliver has Shot Mastery and Unified Knowledge of Guns and Gunslinging. He has at least 51 skills (including Gunner and Gunslinger)
Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Monster-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Monster-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Ooze-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 2 Weeks
Ooze-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Requires: Gunner, 50 other Gunner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gunslinger, 50 other Gunslinger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
This training takes a total of 34 weeks (14 weeks reduced due to Shot Mastery)
This training starts on 5/15/19 and finishes on 1/8/20 (Wednesday)
Resources
11,4000,000 | Gold
Underdog wrote:Postby Underdog » Wed May 15, 2019 8:00 am
http://gad.tfsnewworld.com/forum/viewto ... 80#p166914
Track A and Track B have been completed for Oliver
Track A
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Track B
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 2 Weeks
Both tracks will start on 3/18/19 and finish on 3/25/19 (1 week reduction due to shot mastery).
Total Gold (Shot Mastery applied)
200,000 | Gold
Above training is done
OLIVER TRACK B:
Scholar- Name, 32 | Weeks, 1,720,000 | Gold
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
Starts on 5/15/19 and finishes on 8/12/19 (NOTE - Oliver will be using 20 bonus weeks from books and spheres to speed up the training)
Oliver will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to created attunement books for:
Scholar (Underdog has Name)
RESOURCES USED
Scholar (Underdog) - 20 | Weeks, 1,720,000 | Gold
15 | Purity
15 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
AWARDS GAINED
Has Consumed 5 Attunement Book: Scholar
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Last edited by Underdog on Wed May 15, 2019 5:50 pm, edited 1 time in total.
Kit wrote:Postby kitsune106 » Wed May 15, 2019 8:26 am
Joined: Sat Apr 21, 2007 9:30 pm
Posts: 30807
hera mines since 1/08/2019
27,000,000 gold
27 Mountain King bonus week
Underdog wrote:Postby Underdog » Thu May 16, 2019 8:11 am
Stearic Track A:
Stearic will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to create attunement books for:
Nole: Adept Sword Arts Attunement
Stearic uses spheres from himself and spins them off of Lili von Mion and Darston to create Improved/Greater Essence Spheres for the above classes and uses the people next to the classes to transform them to the correct class:
(Lili has Expert in: Psychic and Rune Mage)
(Darston has Expert in: Blazing Sultan, Swordsman, and Chef)
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
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
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
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Requires: Basic Sword Arts Attunement
Cost: 50,000 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
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Requires: Attuned to the Spirit of One's Weapon
Cost: 300,000 Gold, 3 Weeks
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Requires: Apprentice Sword Arts Attunement, 10 other Kensei abilities
Cost: 125,000 Gold, 4 Weeks
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Kensei
Cost: 200,000 Gold, 2 Weeks
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 500,000 Gold, 2 Weeks
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Magic Blade
Cost: 300,000 Gold, 2 Weeks
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Sword's Fury
Cost: 300,000 Gold, 2 Weeks
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Requires: Swordsman, Kensei, Slash Mastery, Meditation of the Sword's Thirst
Cost: 5,000,000 Gold, 2 Weeks
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting 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 +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Swordsman abilities that are Techniques whose name contains 'Slash'
Cost: 5,000,000 Gold, 5 Weeks
Total Kensei weeks - 26 Weeks (Will be using 20 Kensei Bonus weeks)
Total Swordsman weeks - 7 Weeks
Total Training time - 13 Weeks
Swordsman Gold - 5,300,000
Kensei Gold - 7,075,000
This training will start on 1/1/19 and be 4/2/19
Resources Used
12,375,000 | Gold
20 | Bonus Kensei Weeks
15 | Purity- (Item, Material, Light, 5,000,000 Gold)
15 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
Awards:
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
http://www.gad.tfsnewworld.com/forum/vi ... 22#p165822
Stearic Track A
*Note - Stearic has Slash Mastery and the 51 swordsman/kensi skill is in "Needs Mod Attention" http://gad.tfsnewworld.com/forum/viewto ... 46#p164819
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane 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 +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting 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 +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane 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 +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting 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 +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane 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 +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting 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 +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane 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 +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting 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 +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane 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 +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting 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 +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane 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 +750 Melee Attack against Demons and gains +25% Critical against Demons.
Requires: Demon-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting 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 +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane 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 +750 Melee Attack against Devils and gains +25% Critical against Devils.
Requires: Devil-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting 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 +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane 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 +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting 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 +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane 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 +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Requires: Elemental-Hunting Slash, Swordsman, Level 20
Cost: 300,000 Gold, 2 Weeks
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting 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 +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Sword Training
Cost: 300,000 Gold, 2 Weeks
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Requires: Swordsman, 50 other Swordsman Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts 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 Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Kensei, 50 other Kensei Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
This training will take a total of 38 weeks to complete (slash mastery reduces by 1 week for each slash technique)
This training starts 5/16/19 and finishes on 2/6/20
Resources
11,800,000 | Gold
Underdog wrote:Postby Underdog » Thu May 16, 2019 8:32 am
The above training is complete
Stearic Track B
Underdog will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to created attunement books for:
1. Wanderer (TSG has Adept)
Underdog uses spheres from himself and spins them off of Lili von Mion and Darston to create Improved/Greater Essence Spheres for the following classes and uses the people next to the classes to transform them to the correct class:
(Lili has Expert in: Psychic and Rune Mage)
(Darston has Expert in: Blazing Sultan, Swordsman, and Chef)
1. Wanderer (TSG has Adept)
2. Scholar (Underdog has Class)
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks
This training will take 0 weeks (6 bonus weeks used to complete this training)
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
This training will take 0 total weeks (32 Required Scholar Weeks - 15 Scholar bonus weeks - 17 Bonus Weeks)
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Requires: Basic Light Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Light
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Requires: Basic Zonal Acclimation of Light
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Light Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Light
Cost: 500,000 Gold, 2 Weeks
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light, Basic Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Requires: Apprentice Defenses Against Light, Basic Light Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Requires: Apprentice Light Synchronization, Improved Defenses against Light, Improved Weaponization of Light
Cost: 500,000 Gold, 2 Weeks
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Requires: Apprentice Light Resistance, Basic Defenses against Light
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Requires: Improved Command of Light, Apprentice Understanding of the Heart of Light
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Light
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Requires: Apprentice Zonal Acclimation of Light
Cost: 500,000 Gold, 2 Weeks
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Light Resistance, Radiant Hierophant, Level 20
Cost: 500,000 Gold, 2 Weeks
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light 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 Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, 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 Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Light Synchronization, 5 other Radiant Hierophant abilities
Cost: 400,000 Gold, 3 Weeks
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Light Synchronization, 10 other Radiant Hierophant abilities
Cost: 125,000 Gold, 4 Weeks
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Requires: Radiant Hierophant, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks
This training will take 8 weeks (47 required weeks - 39 Bonus weeks) starting on 1/10/18 and be finished on 3/7/19.
Bonus Weeks Remaining:
14 | Wanderer Bonus Weeks
Resources used:
8,085,000 | Gold
56 | Bonus Weeks
6 | Wanderer Bonus Weeks (from Attunement Books and Spheres)
30 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
15 | Purity- (Item, Material, Light, 5,000,000 Gold)
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
http://www.gad.tfsnewworld.com/forum/vi ... 40#p166101
This above training has been completed
STEARIC TRACK B
Abstract-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Alien-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Astermic-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Astermics and gains +5% To Hit against Astermics.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Requires: Basic Axe Training
Cost: 20,000 Gold, 2 Weeks
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Requires: Axe Wielding I
Cost: 60,000 Gold, 2 Week
Celestial-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Chop Mastery- (Passive Ability, Ravager) Technique Abilities from the Ravager class whose name includes 'Chop' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Ravager abilities that are Techniques whose name contains 'Chop'
Cost: 5,000,000 Gold, 5 Weeks
Clockwork-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Cthonian-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Axe Training
Cost: 300,000 Gold, 2 Weeks
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Requires: Apprentice Axe Training, 10 other Ravager abilities
Cost: 125,000 Gold, 4 Weeks
A total of 25 weeks required for this training (Note - Chop Mastery was NOT used to reduce any weeks or gold since the five (5) required techniques are being learned in this post)
Training will start on 5/16/19 and finish on 11/7/19
Resources:
7,005,000 | Gold
Kit wrote:Postby kitsune106 » Thu May 16, 2019 5:01 pm
hera mines since 1/08/2019
28,000,000 gold
28 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon May 20, 2019 6:08 pm
hera mines since 1/08/2019
29,000,000 gold
29 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue May 21, 2019 1:33 pm
hera mines since 1/08/2019
30,000,000 gold
30 Mountain King bonus week
The Nottest of Daves wrote:Postby The Nottest of Daves » Fri May 24, 2019 12:04 am
This post finishes!
Dulcinea puts a few more Name-ranks on the pile:
~CHANNELER~
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks
~THERMONUCLEAR DISCIPLE~
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Requires: Basic Atomic Synchronization, 3 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Requires: Basic Atomic Resistance
Cost: 200,000 Gold, 2 Weeks
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Requires: Basic Command of Atomic
Cost: 40,000 Gold, 2 Weeks
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Atomic Synchronization, 10 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 4 Weeks
To Complete 2019-09-13
Costing 655,000 Gold
~This post UPDATED~
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 27
Kit wrote:Postby kitsune106 » Fri May 24, 2019 1:21 pm
hera mines since 1/08/2019
31,000,000 gold
31 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue May 28, 2019 11:11 am
hera mines since 1/08/2019
32,000,000 gold
32 Mountain King bonus week
Celas wrote:Postby Celas » Tue May 28, 2019 2:03 pm
Celas wrote:
Celas wrote:It's done!
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
(02/12)
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/26)
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(03/12)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(04/16)
Costs 560,000 Gold and finishes on April 16, 2019
It's done!
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/30)
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
(05/14)
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
This costs 140,000 Gold and will finish on May 28th 2019
LATE EDIT FOR CLARITY: So I removed a bunch of nested quotes in the post when I made it, because there's a limit of 3 and it wouldn't post! ...but I just now noticed, weeks later, that doing so trimmed out every instance of the character name. This is for the Maestro.
Maestro done. Punting decisions to the future.
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Basic Illusion Magic Attunement, 3 other Illusionist abilities
Cost: 125,000 Gold, 2 Weeks
June 11
Kit wrote:Postby kitsune106 » Wed May 29, 2019 6:29 pm
hera mines since 1/08/2019
33,000,000 gold
33 Mountain King bonus week
Kit wrote:Postby kitsune106 » Fri May 31, 2019 8:56 am
hera mines since 1/08/2019
34,000,000 gold
34 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon Jun 03, 2019 12:19 pm
hera mines since 1/08/2019
35,000,000 gold
35 Mountain King bonus week
Celas wrote:Postby Celas » Tue Jun 04, 2019 2:31 pm
Demosthenes's current training
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/22)
Basic Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +50 to all stats
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/06)
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/20)
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Requires: Basic Moon Synchronization, 3 other Lunar Trickster abilities
Cost: 125,000 Gold, 2 Weeks
This costs 225,000 Gold (bill to El) and finishes on June 3, 2019
Is done!
He starts training:
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(06/11)
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(06/25)
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(07/09)
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks
This finishes on July 23 and costs 425,000 Gold. (Bill to El)
Kit wrote:Postby kitsune106 » Tue Jun 04, 2019 4:02 pm
hera mines since 1/08/2019
36,000,000 gold
36 Mountain King bonus week
Kit wrote:Postby kitsune106 » Thu Jun 06, 2019 7:52 am
hera mines since 1/08/2019
37,000,000 gold
37 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Jun 11, 2019 3:59 pm
hera mines since 1/08/2019
38,000,000 gold
38 Mountain King bonus week
Celas wrote:Postby Celas » Wed Jun 12, 2019 12:09 am
Celas wrote:
Celas wrote:
Celas wrote:It's done!
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
(02/12)
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(02/26)
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Basic Illusion Magic Attunement
Cost: 100,000 Gold, 2 Weeks
(03/12)
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Requires: Convincing Liar
Cost: 400,000 Gold, 5 Weeks
(04/16)
Costs 560,000 Gold and finishes on April 16, 2019
It's done!
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/30)
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
(05/14)
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
This costs 140,000 Gold and will finish on May 28th 2019
LATE EDIT FOR CLARITY: So I removed a bunch of nested quotes in the post when I made it, because there's a limit of 3 and it wouldn't post! ...but I just now noticed, weeks later, that doing so trimmed out every instance of the character name. This is for the Maestro.
Maestro done. Punting decisions to the future.
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Basic Illusion Magic Attunement, 3 other Illusionist abilities
Cost: 125,000 Gold, 2 Weeks
June 11
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(06/25)
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(07/09)
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(07/23)
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Costs 80,000 gold, Finishes on August 6, 2019
Kit wrote:Postby kitsune106 » Wed Jun 12, 2019 7:19 am
hera mines since 1/08/2019
39,000,000 gold
39 Mountain King bonus week
Kit wrote:Postby kitsune106 » Sat Jun 15, 2019 5:17 pm
hera mines since 1/08/2019
40,000,000 gold
40 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Jun 25, 2019 1:20 pm
hera mines since 1/08/2019
41,000,000 gold
41 Mountain King bonus week
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Jun 30, 2019 3:47 pm
The Nottest of Daves wrote:The previous training track
Time for Enrica to become MOAR SUPERHERO!
Dodge through Calculating Bullet Trajectory- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level x 2, to a max of 120)% Dodge against 'Ranged Attack' actions from individuals below Possessor Level and (Possessor Level x 2, to a max of 120)% Dodge against attacks from individuals below Possessor Level who are in the back row
Requires: Superior Reflexes
Cost: 5,000,000 Gold, 2 Weeks
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Requires: Basic Superpower Attunement, 15 Base SPI
Cost: 5,000,000 Gold, 2 Weeks
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Requires: Basic Superpower Attunement, 15 Base MIN
Cost: 5,000,000 Gold, 2 Weeks
Superior Reflexes- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Dodge and (100 + Possessor Level, to a max of 160%) To Hit
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks
Super-Endurance- (Passive Ability, Other: Superhero) Possessor gains +(1,000 * Possessor Level, to a max of +60,000) HP
Requires: Basic Superpower Attunement, 15 Base CON
Cost: 5,000,000 Gold, 2 Weeks
Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Requires: Basic Superpower Attunement, 10 Base AGI, 10 Base SPI
Cost: 5,000,000 Gold, 2 Weeks
Superior Resilience- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Resilience
Requires: Super-Endurance
Cost: 5,000,000 Gold, 2 Weeks
Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Superpower Attunement, 15 Base AGI
Cost: 5,000,000 Gold, 2 Weeks
Super Strength- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) STR
Requires: Basic Superpower Attunement, 15 Base STR
Cost: 5,000,000 Gold, 2 Weeks
To Complete 2018-06-11
Dulcinea pays 45,000,000 Gold
==============================================================
That is finished!
Enrica has learned much about being a Superhero! Now it is time to EXPAND HER MIND
~EBON CHANCELLOR~
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Requires: Basic Darkness Synchronization, 3 other Ebon Chancellor abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 2 Weeks
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks
~ELEMENTALIST~
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Requires: Scholar of Elements, Studious
Cost: 400,000 Gold, 2 Weeks
~MIND LORD~
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
~SCHOLAR~
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks
Book Wielding II- (Passive Ability, Scholar) +25 to all stats when a Book is equipped, +50 Magical Attack when a Book is equipped
Requires: Book Wielding I
Cost: 60,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
Requiring 42 Weeks of training
Costing 3,425,000 Gold, paid by Dulcinea
To Complete: 2020-04-19
Kit wrote:Postby kitsune106 » Thu Jul 04, 2019 7:40 pm
42,000,000 gold
42 Mountain King bonus week
Kit gains a bonus week.
Kelvar gets a druid bonus week
Kit wrote:Postby kitsune106 » Sun Jul 07, 2019 8:21 am
43,000,000 gold
43 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon Jul 08, 2019 6:35 am
44,000,000 gold
44 mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Jul 09, 2019 9:54 am
45,000,000 gold
45 mountain King bonus week
Kit wrote:Postby kitsune106 » Wed Jul 10, 2019 6:47 am
46,000,000 gold
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 28
Celas wrote:Postby Celas » Thu Jul 11, 2019 4:51 pm
Celas wrote:For El, Trimmed Quotes:
A:
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
B:
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Finishes on June 23
Those have been done for a couple weeks. Continuining on:
Track A:
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Requires: Basic Command of Water
Cost: 40,000 Gold, 2 Weeks
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Requires: Basic Command of Ice
Cost: 40,000 Gold, 2 Weeks
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Requires: Basic Command of Psychic
Cost: 40,000 Gold, 2 Weeks
Track B
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Requires: Basic Command of Fire
Cost: 40,000 Gold, 2 Weeks
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Requires: Basic Light Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Requires: Basic Command of Light
Cost: 40,000 Gold, 2 Weeks
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Requires: Basic Technology Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Requires: Basic Command of Technology
Cost: 40,000 Gold, 2 Weeks
Costs 720,000 Gold, Finishes on November 14, 2019
Kit wrote:Postby kitsune106 » Fri Jul 12, 2019 12:53 pm
47000,000 gold
47 mountain King bonus week
_________________
Kit wrote:Postby kitsune106 » Sat Jul 13, 2019 8:56 am
48,000,000 gold
48 mountain King bonus week
Kit wrote:Postby kitsune106 » Fri Jul 19, 2019 12:23 pm
49,000,000 gold
49 mountain King bonus week
Underdog wrote:Postby Underdog » Mon Jul 22, 2019 8:19 am
The training below is done http://www.gad.tfsnewworld.com/forum/vi ... 61#p165361
Astromancer- Name, 23 | 3,225,000 | Gold
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
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
Draw Power From Multiple Constellations- (Passive Ability, Astromancer) Posssessor may have three Empowered Constellations set at a time
Requires: Greater Constellation Power Boost, Seer of Distant Stars, Scholar of Distant Worlds, Channel Leyline
Cost: 400,000 Gold, 3 Weeks
Greater Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Judgment of the Signs, Shielded by the Stars, Wielder of Astrological Weapons
Cost: 300,000 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: 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
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
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
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
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
This Training will start on December 25th and take 22 weeks (will be using the bonus week from Underdog sheet). It will be completed on May 28th, 2019
Underdog Track A
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Requires: Basic Geomancy Attunement
Cost: 60,000 Gold, 3 Weeks
Empowered by Day- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Day
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Evening- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Evening
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Dusk- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dusk
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Dawn- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dawn
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Morning- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Morning
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
Empowered by Noon- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Noon
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
This training will take a total of 23 weeks starting on July 22nd 2019 and finishing on December 23rd 2019
Resources Used|
760,000 | Gold
Underdog wrote:Postby Underdog » Mon Jul 22, 2019 8:29 am
The below training is complete http://www.gad.tfsnewworld.com/forum/vi ... 60#p166583
Underdog Track B
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 2 Weeks
This training will take 18 weeks to complete and is started on 2/3/19 and will be finished on June 9th, 2019
Resources Used:
960,000 | Gold
Underdog Track B
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Requires: Mildly Self-Displacing Casting
Cost: 400,000 Gold, 2 Weeks
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 2 Week
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
This training will take 8 weeks starting on July 22nd and finishing on Seot 16th
Resources Used
760,000 | Gold
Celas wrote:Postby Celas » Fri Jul 26, 2019 8:52 am
Celas wrote:Demosthenes's current training
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(04/22)
Basic Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +50 to all stats
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/06)
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks
(05/20)
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Requires: Basic Moon Synchronization, 3 other Lunar Trickster abilities
Cost: 125,000 Gold, 2 Weeks
This costs 225,000 Gold (bill to El) and finishes on June 3, 2019
Is done!
He starts training:
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(06/11)
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(06/25)
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks
(07/09)
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks
This finishes on July 23 and costs 425,000 Gold. (Bill to El)
All done, next up:
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Requires: Convincing Liar
Cost: 200,000 Gold, 2 Weeks
August 9th
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Requires: Basic Illusion Magic Attunement, 3 other Illusionist abilities
Cost: 125,000 Gold, 2 Weeks
August 23
Kit wrote:Postby kitsune106 » Sun Jul 28, 2019 6:32 am
50,000,000 gold
50 mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Jul 30, 2019 3:28 pm
Heracles:
51,000,000 gold
51 mountain King bonus week
Aeromage wrote:Postby Aeromage » Wed Aug 07, 2019 8:19 pm
Oh hey. I'm not completely dead.
Welp, looks like some of my crew are (most definitely) finished training some things.
DOCTOR MIRACLES has finished learning this on both tracks.
As promised, he now learns the path of the Druglord.
He also notes some things don't exist that should, according to their being a thing in the Ability Shop as prerequisites. I've templated them, and gained Gad's go-ahead:
[1:12 AM] Caelzeph: Also these abilities don't exist, but should, and I've templated them for approval:
Apprentice Affinity to Healing Via Evolution- (Passive Ability, Other: Progenitor of Species) Whenever possessor obtains Evolution element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Evolution
Cost: 200,000 Gold, 2 Weeks
Basic Affinity to Healing Via Evolution- (Passive Ability, Other: Progenitor of Species) Whenever possessor obtains Evolution element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Evolution Synchronization
Cost: 20,000 Gold, 2 Weeks
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution 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 Evolution, Basic Understanding of the Heart of Evolution
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Requires: Apprentice Defenses Against Evolution, Basic Evolution Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Requires: Apprentice Evolution Synchronization, Improved Defenses against Evolution, Improved Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Requires: Improved Command of Evolution, Apprentice Understanding of the Heart of Evolution
Cost: 500,000 Gold, 2 Weeks
[1:26 AM] Caelzeph: Ahoy
[1:33 AM] Gadigan: Hello
[1:33 AM] Gadigan: Heading out to handle dinner stuff
[1:33 AM] Gadigan: But may swing back by later
[1:33 AM] Caelzeph: Fair enough
[1:33 AM] Gadigan: Hope things are going well on your end, though!
[1:33 AM] Caelzeph: I'm planning on getting updates tomorrow
[1:34 AM] Gadigan: Thank you!
[1:34 AM] Caelzeph: And wanted to know if you could approve those templated things I sent you earlier
[1:34 AM] Caelzeph: (As it would help with some stuff)
[1:34 AM] Gadigan: Ah
[1:34 AM] Gadigan: Um
[1:34 AM] Gadigan: Yeah, I guess so
[1:34 AM] Caelzeph: They're generics, not anything new
[1:34 AM] Gadigan: I haven't really had a chance to look at them
[1:34 AM] Gadigan: But if you made them and they're generics
[1:34 AM] Gadigan: They should be fine
[1:34 AM] Gadigan: Thank you for making them
15 spheres are converted by Volatilis into 5 Basic, Improved and Greater Geomancer spheres via Adept and Expert Geomancer, then passed through Anathema to become Biomancer spheres.
The Doctor uses them.
Track A begins training:
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Requires: Basic Zonal Acclimation of Evolution
Cost: 100,000 Gold, 2 Weeks
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Requires: Basic Biomancy Attunement, Basic Evolution Synchronization.
Cost: 5,000,000 Gold, 2 Weeks
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Requires: Basic Evolution Synchronization
Cost: 40,000 Gold, 2 Weeks
Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Requires: Absorb Evolution, Evolution Manipulation
Cost: 100,000 Gold, 2 Weeks
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Requires: Basic Biomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Requires: Biomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Requires: Biomancy Casting II, Apprentice Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks
Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
Requires: Merchant, Chef, Botanist, Vermin Lord, Alchemist, Biomancer, Thief, Scientist, Ebon Chancellor, Caliph of Corrosion
Cost: 5,000,000 Gold, 5 Weeks
14 weeks
Track B starts on:
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution 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 Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Progenitor of Species, 50 other Progenitor of Species Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution 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 Evolution, Basic Understanding of the Heart of Evolution
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Requires: Apprentice Defenses Against Evolution, Basic Evolution Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Requires: Apprentice Evolution Synchronization, Improved Defenses against Evolution, Improved Weaponization of Evolution
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Requires: Improved Command of Evolution, Apprentice Understanding of the Heart of Evolution
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Requires: Apprentice Zonal Acclimation of Evolution
Cost: 500,000 Gold, 2 Weeks
Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
Requires: Improved Defenses Against Evolution, Improved Understanding of the Heart of Evolution, Apprentice Defenses that Utilize Evolution
Cost: 200,000 Gold, 2 Weeks
He also gets:
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Cost: 19,380,000 Gold, 15 Spheres
Finishing on January 9, 2020.
Aeromage wrote:Postby Aeromage » Thu Aug 08, 2019 7:55 pm
Cael has finished learning this.
15 spheres are converted by Volatilis into 5 Basic, Improved and Greater Geomancer spheres via Adept and Expert Geomancer, then passed through the Doctor to become Transmuter spheres.
15 Spheres are converted through up-to-Adept Geomancer (on Volatilis) to Basic, Improved and Greater Spheres, then converted through Lili's Mentalist (permission was given for base classes) to Basic, Improved and Greater Mentalist Spheres.
30 Purity are converted to 5 Attunement Book: Mentalist as well. (From Rosaline)
There's also going to be some learning of Archsmith of Metal and Lord of Trees abilities below. Once Cael learns the Apprentice-level of those trees, 100 basic spheres will be converted into 10 Basic and Improved Spatial Mage spheres via Volatilis, and then into 5 Basic and Improved Archsmith of Metal and 5 Basic and Improved Lord of Trees spheres via Cael.
He insta-learns:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Apprentice Psychic Power Attunement, Basic Psychometry Powers
Cost: 60,000 Gold, 2 Weeks
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Requires: Basic Transmutation Attunement, 3 other Transmuter abilities
Cost: 125,000 Gold, 2 Weeks
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Requires: Warped Element Stance
Cost: 50,000 Gold, 1 Week
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Requires: Basic Transmutation Attunement
Cost: 190,000 Gold, 3 Weeks
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Requires: Basic Transmutation Attunement
Cost: 120,000 Gold, 3 Weeks
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Requires: Basic Transmutation Attunement
Cost: 160,000 Gold, 3 Weeks
Track A begins on:
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Void
Cost: 100,000 Gold, 2 Weeks
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Requires: Basic Void Synchronization
Cost: 40,000 Gold, 2 Weeks
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Requires: Meditation of Harmonization, Musician, Bard
Cost: 20,000,000 Gold, 3 Weeks
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Air and Void, Opening the Conduits of Air Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Earth and Void, Opening the Conduits of Earth Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Fire and Void, Opening the Conduits of Fire Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Metal and Void, Opening the Conduits of Metal Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Water and Void, Opening the Conduits of Water Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Requires: Unbound Guru, Harmonization of Wood and Void, Opening the Conduits of Wood Through Void, Level 20
Cost: 20,000,000 Gold, 2 Weeks
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Wind Duke, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Mountain King, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Blazing Sultan, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Archsmith of Metal, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Ocean Prince, Understanding of Void as the Core of Traditional Elements
Cost: 2,000,000 Gold, 2 Weeks
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Requires: Lord of Trees, Understanding of Void as the Core of Esoteric Elements
Cost: 2,000,000 Gold, 2 Weeks
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Void
Cost: 500,000 Gold, 2 Weeks
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Air Through Void, Improved Weaponization of Air, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Earth Through Void, Improved Weaponization of Earth, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Fire Through Void, Improved Weaponization of Fire, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Metal Through Void, Improved Weaponization of Metal, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Water Through Void, Improved Weaponization of Water, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Requires: Harnessing the Flow of Wood Through Void, Improved Weaponization of Wood, Improved Weaponization of Void
Cost: 2,000,000 Gold, 2 Weeks
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Requires: Pyromancer, Teramancer, Aeromancer, Hydromancer, Detect Void, Control of Void
Cost: 5,000,000 Gold, 3 Weeks
Track B begins on:
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Earth
Cost: 100,000 Gold, 2 Weeks
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Requires: Basic Earth Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Earth
Cost: 500,000 Gold, 2 Weeks
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Fire
Cost: 100,000 Gold, 2 Weeks
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Requires: Basic Fire Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Fire
Cost: 500,000 Gold, 2 Weeks
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Requires: Basic Metal Synchronization, 3 other Archsmith of Metal abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Metal
Cost: 100,000 Gold, 2 Weeks
Archsmith of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Metal Synchronization, 10 other Archsmith of Metal abilities
Cost: 125,000 Gold, 4 Weeks
Basic Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +50 Defense against Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Metal Resistance- (Passive Ability, Other: Archsmith of Metal) Possessor gains 1% Metal Resistance
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks
Coat Armor- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Requires: Defenses that Utilize Metal
Cost: 300,000 Gold, 2 Weeks
Defenses that Utilize Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Requires: Basic Metal Synchronization, Basic Defenses against Metal, Basic Weaponization of Metal
Cost: 200,000 Gold, 2 Weeks
Improved Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Metal
Cost: 500,000 Gold, 2 Weeks
Mass Coat- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Requires: Apprentice Synchronization of Metal
Cost: 500,000 Gold, 2 Weeks
Metal Coat- (Active Ability, Other: Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Requires: Apprentice Transmutation Attunement, Apprentice Weaponization of Metal
Cost: 2,000,000 Gold, 2 Weeks
Apprentice Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Wood
Cost: 100,000 Gold, 2 Weeks
Apprentice Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +500 Defense against Wood
Requires: Basic Defenses Against Wood
Cost: 100,000 Gold, 2 Weeks
Apprentice Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 5% Wood Resistance
Requires: Basic Wood Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Requires: Basic Wood Synchronization, 3 other Lord of Trees abilities
Cost: 125,000 Gold, 2 Weeks
Basic Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +50 Defense against Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 1% Wood Resistance
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks
Improved Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +5,000 Defense against Wood
Requires: Apprentice Defenses Against Wood, Basic Wood Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Wood
Cost: 500,000 Gold, 2 Weeks
Improved Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 10% Wood Resistance
Requires: Apprentice Wood Resistance, Basic Defenses against Wood
Cost: 500,000 Gold, 2 Weeks
Lord of Trees- (Passive Ability, Other: Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Wood Synchronization, 10 other Lord of Trees abilities
Cost: 125,000 Gold, 4 Weeks
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Water
Cost: 100,000 Gold, 2 Weeks
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Water
Cost: 500,000 Gold, 2 Weeks
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Bardic Music Attunement, 10 other Bard abilities
Cost: 125,000 Gold, 4 Weeks
Mentalist- (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
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Requires: Emanate Void, Meditation Upon the Void, Warlock OR Mentalist, Improved Weaponization of Void
Cost: 700,000 Gold, 2 Weeks
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Requires: Meditation of Empty Minds, Channeler
Cost: 500,000 Gold, 2 Weeks
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Requires: Empty Transcendence of Air, Empty Transcendence of Earth, Empty Transcendence of Fire, Empty Transcendence of Water, Empty Transcendence of Wood, Empty Transcendence of Metal, Cosmic Harmonist's Stance, Level 40
Cost: 500,000,000 Gold, 2 Weeks
Costs: 30 Purity, 130 Spheres, 698,755,000 Gold (Volatilis pays)
He gets:
Has Consumed 5 Essence Sphere: Archsmith of Metal
Has Consumed 5 Improved Essence Sphere: Archsmith of Metal
Has Consumed 5 Essence Sphere: Lord of Trees
Has Consumed 5 Improved Essence Sphere: Lord of Trees
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Used 5 Attunment Book: Mentalist
Both tracks finish on the 10th of September, 2020. He may end up using weeks to speed things along later.
Next up: Cosmic Harmonizations.
Kit wrote:Postby kitsune106 » Fri Aug 09, 2019 11:06 am
Heracles:
52,000,000 gold
52 mountain King bonus week
Kelvar gains druid bonus week.
kit gains a bonus week
Aeromage wrote:Postby Aeromage » Fri Aug 09, 2019 8:04 pm
Tolva's finished learning all of this. He's also finally done with the Robo-Sensei shop, if that hasn't been gotten already. Maybe he can learn more shadow-stuff. Maybe not.
Track A starts learning:
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Umbramancer, 50 other Umbramancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Requires: Basic Darkness Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Darkness
Cost: 100,000 Gold, 2 Weeks
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Darkness Resistance, Ebon Chancellor, Level 20
Cost: 500,000 Gold, 2 Weeks
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Requires: Apprentice Darkness Resistance, Basic Defenses against Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Track B starts learning:
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ebon Chancellor, 50 other Ebon Chancellor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Requires: Basic Defenses Against Darkness
Cost: 100,000 Gold, 2 Weeks
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Basic Darkness Synchronization, Basic Defenses against Darkness, Basic Weaponization of Darkness
Cost: 200,000 Gold, 2 Weeks
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Darkness, Ebon Chancellor
Cost: 5,000,000 Gold, 2 Weeks
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Requires: Apprentice Defenses Against Darkness, Basic Darkness Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Requires: Basic Darkness Resistance, Basic Weaponization of Darkness
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Requires: Improved Defenses Against Darkness, Improved Understanding of the Heart of Darkness, Defenses that Utilize Darkness
Cost: 200,000 Gold, 2 Weeks
Cost: 20,760,000 Gold.
Both finish learning on the 7th of March, 2020.
Armocida wrote:Postby Armocida » Sat Aug 10, 2019 4:12 pm
Orkanith Finishes his Track A!
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
Requires: Apprentice Sword Training
Cost: 300,000 Gold, 2 Weeks
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Requires: Basic Sword Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Swordsman abilities that are Techniques whose name contains 'Slash'
Cost: 5,000,000 Gold, 5 Weeks
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Requires: Apprentice Sword Arts Attunement, 10 other Kensei abilities
Cost: 125,000 Gold, 4 Weeks
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Kensei
Cost: 200,000 Gold, 2 Weeks
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Ready Blade
Cost: 500,000 Gold, 2 Weeks
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Magic Blade
Cost: 300,000 Gold, 2 Weeks
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Requires: Meditation of the Sword's Fury
Cost: 300,000 Gold, 2 Weeks
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Requires: Swordsman, Kensei, Slash Mastery, Meditation of the Sword's Thirst
Cost: 5,000,000 Gold, 2 Weeks
He Queues:
Templar's Conviction- (Passive Ability, Other: Radiant Templar) Possessor gains 100% Charm Resistance, +50 SPI, and +50 Defense against MIN Damage
Requires: Basic Radiant Magic Attunement
Cost: 300,000 Gold, 2 Weeks
Templar's Conditioning- (Passive Ability, Other: Radiant Templar) Possessor may use Defense Against SPI Damage instead of Defense against MIN Damage and may use Defense against MIN Damage instead of Defense against SPI Damage
Requires: Templar's Conviction
Cost: 500,000 Gold, 2 Weeks
Radiant Magic Casting I- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 20 less MP to cast
Requires: Basic Radiant Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Radiant Magic Casting II- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 200 less MP to cast
Requires: Radiant Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Has Studied the Radiant Scripture- (Passive Ability, Other: Radiant Templar) Possessor gains +20 MIN and +20 SPI, Individuals who possess the ability 'Templar's Conviction' may choose to count as possessing this ability for prerequisite purposes regardless of whether they actually possess it
Requires: Basic Radiant Magic Attunement
Cost: 500,000 Gold, 5 Weeks
13 weeks!
Postby The Nottest of Daves » Sun Aug 11, 2019 4:05 am
Ryuutarou finishes this training post
------------
~RAVAGER~
Armor-Piercing Chop- (Technique Ability, Ravager) Possessor may use 'Armor-Piercing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack pierces 200 Defense.
Requires: Apprentice Axe Training
Cost: 300,000 Gold, 2 Weeks
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Requires: Basic Axe Training
Cost: 20,000 Gold, 2 Weeks
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Requires: Axe Wielding I
Cost: 60,000 Gold, 2 Weeks
Critical Chop- (Technique Ability, Ravager) Possessor may use 'Critical Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack gains +5% Critical.
Requires: Apprentice Axe Training
Cost: 300,000 Gold, 2 Weeks
Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Requires: Apprentice Axe Training
Cost: 60,000 Gold, 2 Weeks
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Requires: Apprentice Axe Training, 10 other Ravager abilities
Cost: 125,000 Gold, 4 Weeks
~SLAYER~
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
~WARRIOR~
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
Costing Dulcinea 1,115,000 Gold
Ryuutarou expends 1 Ravager Week
To finish: 2020-01-05
Kit wrote:Postby kitsune106 » Sun Aug 11, 2019 11:22 am
Heracles:
53,000,000 gold
53 mountain King bonus week
Aeromage wrote:Postby Aeromage » Sun Aug 11, 2019 3:45 pm
Caelum has finished learning this and this.
He's also finished with Life Stuff.
First, more spheres are needed.
50 Spheres are converted into 5 Basic Spatial Spheres through Volatilis, then turned into 5 Greater Spatial Spheres via Expert Spatial, then turned into 5 Greater Genesis Architect Spheres through Caelum's Genesis Architect.
150 Spheres are converted into Basic, Improved and Greater Subspace Architect spheres by way of Volatilis' up-to-Expert Reality Arranger, and then through the island's Subspace Architect ability.
25 Spheres are converted into 5 Basic Spatial Mage Spheres through Volatilis.
25 Spheres are converted into Basic, Improved and Greater Architect spheres by way of Volatilis' up-to-Expert Geomancer, and then slanted through Draconics' Architect.
25 Spheres are converted into Basic, Improved and Greater Card Mystic spheres by way of Volatilis' up-to-Expert Geomancer, and then slanted through Nira's Card Mystic.
25 Spheres are converted into Basic, Improved and Greater Monk spheres by way of Volatilis' up-to-Expert Geomancer, and then slanted through Tolva's Monk.
Caelum then uses some of his Seer Bonus Weeks to get:
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Requires: Apprentice Robe Mastery, 10 other Seer abilities
Cost: 125,000 Gold, 4 Weeks
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Requires: Apprentice Robe Mastery
Cost: 70,000 Gold, 2 Weeks
He spends his Wizard Bonus Weeks to get:
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks
He uses his just-gained Genesis Architect Bonus Weeks to get:
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Life Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Adept Life Synchronization, First Genesis, Apprentice Understanding of the Heart of Life, Level 20
Cost: 50,000,000 Gold, 3 Weeks
Finally, he begins training, using the rest of his newly-gained Bonus Weeks as necessary (shown by italicised weeks costs) to knock extra time off.
Track A begins learning:
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dance Synchronization, 10 other Dancer 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
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
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 0 Weeks
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 0 Weeks
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Requires: Combat Drill-Wielding
Cost: 5,000,000 Gold, 0 Weeks
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Drill Usage
Cost: 120,000 Gold, 0 Weeks
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Requires: Basic Tool Training
Cost: 60,000 Gold, 0 Weeks
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 0 Weeks
Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Requires: Living Implementation, Apprentice Tool Training, Apprentice Life Synchronization
Cost: 300,000 Gold, 2 Weeks
Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Requires: Basic Tool Training, Basic Life Synchronization
Cost: 300,000 Gold, 0 Weeks
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Requires: No prerequisites
Cost: 30,000 Gold, 0 Weeks
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 0 Weeks
Track B will start on:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 0 Weeks
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 0 Weeks
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 0 Weeks
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 0 Weeks
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 0 Weeks
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 1 Week
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 0 Weeks
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 0 Weeks
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 0 Weeks
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 0 Weeks
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Requires: Basic Card Training, 3 other Card Mystic abilities
Cost: 125,000 Gold, 0 Weeks
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 0 Weeks
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Requires: Apprentice Card Training, 10 other Card Mystic abilities
Cost: 125,000 Gold, 4 Weeks
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Card Training
Cost: 10,000 Gold, 0 Weeks
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Requires: Basic Card Training, Basic Magic Synchronization
Cost: 300,000 Gold, 0 Weeks
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Requires: Basic Card Training, Basic Fire Synchronization
Cost: 300,000 Gold, 0 Weeks
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 0 Weeks
Impairing Deal- (Technique Ability, Card Mystic) Possessor may use 'Impairing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 0 Weeks
Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Card Training
Cost: 300,000 Gold, 0 Weeks
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Requires: Basic Card Training, Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.
Requires: Basic Card Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Subspace Architect Knowledge, 3 other Subspace Architect abilities
Cost: 12,500,000 Gold, 0 Weeks
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 0 Weeks
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Requires: Knowledge of Space-Folding
Cost: 1,000,000 Gold, 0 Weeks
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Requires: Basic Appreciation of Feng Shui, Basic Subspace Architect Knowledge, Basic Spatial Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Requires: Basic Spatial Feng Shui Control, Basic Understanding of Entity Mana Patterns, Basic Understanding of Item Mana Patterns
Cost: 100,000 Gold, 0 Weeks
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 0 Weeks
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Requires: Basic Spatial Feng Shui Control, Apprentice Subspace Architect Knowledge, Perception of Space-Folding, Basic Space-Folding Technique
Cost: 5,000,000 Gold, 0 Weeks
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, Basic Subspace Architect Knowledge
Cost: 1,000,000 Gold, 0 Weeks
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Requires: Knowledge of Space-Folding, Diviner
Cost: 1,000,000 Gold, 0 Weeks
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Requires: Apprentice Subspace Architect Knowledge, Summoner
Cost: 15,000,000 Gold, 4 Weeks
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Requires: Apprentice Subspace Architect Knowledge, 10 other Subspace Architect abilities
Cost: 12,500,000 Gold, 4 Weeks
Total cost: 300 Spheres, 130,135,000 Gold
Caelum also gets:
3 Spatial Mage Bonus Weeks
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Genesis Architect
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Track A finishes on the 5th of January, 2020
Track B finishes on the 15th of December, 2019.
Next up: Stage.
Aeromage wrote:Postby Aeromage » Sun Aug 11, 2019 4:33 pm
Lady Rosaline has finished learning these.
30 Purity is converted to 5 Attunement Book: Channeler, and used. The resulting Bonus Weeks are also used (costs altered in this way are italicised)
Track A begins training:
Multi-Item Hijack- (Passive Ability, Other: Relic Keeper) The debuff produced by possessor's 'Item Hijack' ability stacks 3 times
Requires: Item Hijack, Adept Treasure Synchronization
Cost: 100,000,000 Gold, 2 Weeks
Ammo Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Ammo cost 200 XP less when applying said enhancements to Ammo
Requires: Gun Enchanter, Apprentice Magewright Proficiency
Cost: 140,000 Gold, 2 Weeks
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Requires: Apprentice Channeler Attunement, Basic Linkup Mastery, Basic Element Channeling
Cost: 5,000,000 Gold, 2 Weeks
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Requires: Assumption of the Colors of Beasts Within, Channeler
Cost: 5,000,000 Gold, 2 Weeks
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Requires: Basic Supernatural Empathy
Cost: 60,000 Gold, 2 Weeks
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Requires: Basic Channeling Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Requires: Basic Transfer Mastery
Cost: 100,000 Gold, 2 Weeks
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Requires: Channeler, Basic Linkup Mastery, Basic Crafter Proficiency
Cost: 2,000,000 Gold, 2 Weeks
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Requires: Basic Chain Casting Attunement, Basic Linkup Mastery
Cost: 300,000 Gold, 2 Weeks
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 50,000 Gold, 2 Weeks
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Requires: Channeling Casting I
Cost: 100,000 Gold, 2 Weeks
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Requires: Geomancer, Channeler
Cost: 300,000 Gold, 2 Weeks
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks
Track B begins training:
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Channeler, 50 other Channeler Abilities, Level 20
Cost: 5,000,000 Gold, 5 Weeks
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Requires: Improved Transferal of Health, Improved Transferal of Mana
Cost: 100,000 Gold, 2 Weeks
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Requires: Basic Transferal of Good Health
Cost: 200,000 Gold, 2 Weeks
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Requires: Improved Transferral of Health, Improved Transferral of Mana
Cost: 200,000 Gold, 2 Weeks
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Requires: Assumption of the Shapes of Beasts Within, Basic Transfer Mastery of Stats, Basic Transferral of Good Health
Cost: 1,000,000 Gold, 2 Weeks
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Requires: Basic Supernatural Empathy, Improved Transferal of Health
Cost: 80,000 Gold, 2 Weeks
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Requires: 5 Channeler abilities whose name includes 'Empathic Resonance', Improved Supernatural Empathy
Cost: 50,000 Gold, 2 Weeks
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Requires: Basic Transferal of Superior Health, Apprentice Channeling Attunement
Cost: 100,000 Gold, 2 Weeks
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Requires: Basic Empathic Backlash, Empathic Healing Resonance
Cost: 60,000 Gold, 2 Weeks
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Requires: Channeler, Channeled Spell, Improved Chain Casting Attunement, Improved Linkup Mastery
Cost: 300,000 Gold, 2 Weeks
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks
Total Cost: 30 Purity, 122,380,000 Gold
Both tracks finish on the 21st of June, 2020.
Rosaline also gets:
Has Used 5 Attunement Book: Channeler
Next up: Enchanter, Faceted Marquessa(?), Channeling the Soul of All The World's Treasures
Celas wrote:Postby Celas » Mon Aug 12, 2019 2:06 pm
For the Maestro, these are done:
Celas wrote:Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(06/25)
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(07/09)
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(07/23)
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Costs 80,000 gold, Finishes on August 6, 2019
He starts training:
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Requires: Basic General Knowledge
Cost: 60,000 Gold, 2 Weeks
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Requires: Human Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Requires: Basic Sword Training
Cost: 20,000 Gold, 2 Weeks
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Requires: Sword Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Requires: Basic Sword Training, 3 other Swordsman abilities
Cost: 125,000 Gold, 2 Weeks
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Requires: Basic Heavy Armor Mastery
Cost: 20,000 Gold, 2 Weeks
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Requires: Heavy Armor Wearer I
Cost: 60,000 Gold, 2 Weeks
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Requires: Basic Heavy Armor Mastery, 3 other Guardian abilities
Cost: 125,000 Gold, 2 Weeks
Costs 980,000 Gold
Finishes January 27, 2020
Armocida wrote:Postby Armocida » Mon Aug 12, 2019 7:43 pm
Rukathal Manifests:
Phantom Martial Artist
Level 7
Spirit, Physical
Constant Effects-
Age-Old Techniques- Individuals with at least 5 abilities from the Monk and Martial Aritst categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor, Constant Effect
Abilities-
Sensei Fist- 1,370 Damage, 40% inflicts Stun, Physical, 0 MP
Ki Fireball- 1,400 Damage, Magic, 0 MP
Hundred Pressure Points- 760 Damage, 300% Inflicts Pain and Stun, Physical, 3,000 MP
Swaying Kangaroo Kicks with Force- 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, Physical, 4,000 MP
Dancing Dragon Brings the Thunder- 720 Damage, 150% Inflicts Electrocuted and Confusion, Electrical, 3,100 MP
Pain Comes In the Form of Ten Burning Slaps- 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, Fire, 6,700 MP
Winding Serpent Strikes Its Prey- 820 Damage, 100% Inflicts Poison and Stat Drain, Physical, 3,400 MP
Hunting Hawk Comes From Above- 1,010 Damage, Deals full damage to back row, Air & Physical, 2,800 MP
HE BEGINS HIS NEXT MANIFESTATION!!
Eye of Avandos-
Level 4
Spirit, Psychic
HP- 150
MP- 7,000
STR- 100
CON- 100
AGI- 100
MIN- 500
SPI- 500
XP- 0
Defense- 0
Critical Chance1%
To Hit- 99%
Dodge- 5%
Resistances and Immunities- STR, AGI, and CON drain and damage, Immune to Diseased
Prime Attribute- Mind
Constant Effects-
Insubstantial and Swift- +75% Dodge, Constant Effect
Abilities-
Call Allies- Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Peer- Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Evil Eye- 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
cost is 8 weeks and 16,000,000gold paid for by orky
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- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 29
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Aug 18, 2019 8:48 am
Dulcinea completes the following training to get various classes to name-rank on Track B:
~EBON CHANCELLOR~
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks
~LAWBRINGER~
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Requires: Apprentice Mace Training, 10 other Lawbringer abilities
Cost: 125,000 Gold, 4 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
~WARLOCK~
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks
~WARRIOR~
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
and now begins another series of somewhat unrelated training goals, filling in some gaps for future expansion of her knowledge of Subspace Architecture
~CRAFTER~
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Requires: Artist
Cost: 300,000 Gold, 3 Weeks
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks
~CHANNELER~
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Requires: Apprentice Channeler Knowledge, Basic Understanding of Entity Mana Patterns
Cost: 200,000 Gold, 3 Weeks
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
~GEOMANCER~
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Requires: Geomancer, Establish Dimensional Portal
Cost: 5,000,000 Gold, 2 Weeks
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Requires: 5 Geomancer abilities that are Techniques whose name contains 'Attuned to Terrain'
Cost: 5,000,000 Gold, 5 Weeks
~RITUALIST~
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 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
~SCHOLAR~
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 1 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 1 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 1 Weeks
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Improved Understanding of Mana Patterns, Basic Subspace Architect Knowledge
Cost: 200,000 Gold, 1 Weeks
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Requires: Basic Understanding of Entity Mana Patterns, Basic Understanding of Dimensional Mana Patterns, Basic Understanding of Item Mana Patterns, Basic Understanding of Effect / Mana-Pattern Interaction
Cost: 500,000 Gold, 1 Weeks
~WANDERER~
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
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Requires: Establish Dimensional Portal, Familiarity with Being Teleported, Fast Short-Distance Teleportation
Cost: 600,000 Gold, 2 Weeks
Costing 27,625,000 Gold and 1 Channeler Week
TO COMPLETE: 2020-04-26
Kit wrote:Postby kitsune106 » Thu Aug 22, 2019 8:41 am
Heracles:
54,000,000 gold
54 mountain King bonus week
_____
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Aug 25, 2019 2:33 am
The Nottest of Daves wrote:Celestine von Reuter continues her training toward reaching the heights of Adept Gearwright!
Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Requires: Baroque Ornamentation, Diplomat
Cost: 3,000,000 Gold, 2 Weeks
Blinding Flash Filament- (Passive Ability, Gearwright) Whenever possessor attempts to scan an individual's stats with possessor's 'Inbuilt Daguerreotype Camera' ability, possessor may choose to have a a 30% chance of inflicting Impaired: Blind on said individual
Requires: Inbuilt Daguerreotype Camera
Cost: 70,000 Gold, 2 Weeks
Compact, Folding Gear-Mechanisms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor does not count against the Passenger Capacity of vehicles that possessor is a Passenger of, provided said vehicles possess Passenger Capacities that are greater than 0.
Requires: Fast Gears, Working Like Clockwork
Cost: 4,000,000 Gold, 2 Weeks
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Requires: Clockwork Traits
Cost: 200,000 Gold, 2 Weeks
Has a Wide-Angle Lens- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may scan the stats of 15 individuals
Requires: Inbuilt Daguerreotype Camera
Cost: 400,000 Gold, 2 Weeks
Has Gears Covered in Ornamental Gears with Gear Designs on Them- (Passive Ability, Gearwright) Whenever one of possessor's Gearwright abilities or equipped Upgrade accessories would lose its text due to a source below Level 40 or would be destroyed by a source below Level 40, it gains an 80% chance of having such not happen
Requires: Gratuitously Steampunk
Cost: 7,000,000 Gold, 2 Weeks
Inbuilt Daguerreotype Camera- (Active Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to scan the stats of a target below Level 20
Requires: Clockwork Traits
Cost: 60,000 Gold, 2 Weeks
Inbuilt Ornamental Typewriter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's allies may spend an action to acquire a buff that stacks 3 times that causes its possessor to count as having an additional Tome equipped that also (provides its possessor's allies with +200 to all stats as a bonus that stacks 5 times)
Requires: Baroque Ornamentation, Clockwork Traits, Basic Book Training
Cost: 4,000,000 Gold, 2 Weeks
Rotationally-Deployable Brass-and-Silver Hammer-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions have their chances of inflicting Fatigued: Stun increased by 60%, and possessor may choose to count as wielding up to 2 additional Hammers
Requires: Baroque Ornamentation, Steam-Powered Piston-Fists, Gearwright, Level 20
Cost: 15,000,000 Gold, 2 Weeks
Self-Restabilizing Clockwork Crab-Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Fatigued: Stun Immunity, Fatigued: Prone Immunity, and Stat Drain: AGI Drain Immunity
Requires: Self-Stabilizing Internal Gyroscope, Gearwright, Level 20
Cost: 6,000,000 Gold, 2 Weeks
Shockingly-Effective Foot-Deployable Roller-Skates with Gear-Shaped Wheels- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, choose at the beginning of a round to gain a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes and that causes its possessor to have an additional Boots equipped
Requires: Clockwork Traits, Basic Unarmed Technique Attunement
Cost: 400,000 Gold, 2 Weeks
Snap-Out Eye-Binoculars- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, at the start of each round, obtain a non-stacking buff that allows its possessor to scan the stats of an individual who is either in the same battlespace and below Level 40 or who is in any battlespace that is part of the same battle who is below Level 20 at the start of each round
Requires: Clockwork Traits
Cost: 400,000 Gold, 2 Weeks
Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Requires: Baroque Ornamentation, Well-Oiled
Cost: 3,000,000 Gold, 2 Weeks
Dulcinea pays 43,530,000 Gold
To Complete on 2019-08-25
That post is done~
Now:
Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Requires: Gearwright, 50 other Gearwright Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Clackity-Clack Grabber-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +250 Melee Attack, and possessor's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions gain a 25% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Requires: Clockwork Traits
Cost: 250,000 Gold, 2 Weeks
Clockwork Crab-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, and possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions gain a 75% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Requires: Self-Restabilizing Clockwork Crab-Legs, Clackity-Clack Grabber-Claws
Cost: 15,000,000 Gold, 2 Weeks
Clockwork Wonder- (Passive Ability, Gearwright) Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Requires: Reveal Ornamentally-Disguised Armaments, A Work of Mechanical Art, Masterpiece of Engineering
Cost: 60,000,000 Gold, 3 Weeks
Contains an Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may cure all allies of Fatigued: Asleep at the start of each round
Requires: Contains a Clock
Cost: 50,000 Gold, 1 Week
Masterpiece of Engineering- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's unmodified stats are increased by 200 points
Requires: Adept Gearwright Knowledge, Meticulously-Lubricating Gear-Heart, Precise Clockwork Mind, Reconfigurable Gear-Patterns, Perpetual Motion, Working Like Clockwork, Engineer, 5 Base STR, 5 Base AGI, 5 Base CON, 5 Base MIN, 5 Base SPI
Cost: 80,000,000 Gold, 5 Weeks
Perpetual Motion- (Passive Ability, Gearwright) If possessor is a Clockwork or a Machine and is Level 40 or greater, possessor gains Immunity to Paralyzed, Stat Drain, and Fatigued as well as 15% Petrified Resistance, Sources below Level 60 cannot stop possessor from taking actions if possessor is a Clockwork or a Machine
Requires: Adept Gearwright Knowledge OR Adept Mechanist Knowledge, Working Like Clockwork OR (15 Base AGI, 15 Base MIN, AND 10 Base CON), 10 Base AGI, 10 Base MIN
Cost: 70,000,000 Gold, 5 Weeks
Dulcinea pays 230,300,000 Gold
TO COMPLETE: 2020-03-08
Kit wrote:Postby kitsune106 » Thu Aug 29, 2019 6:26 pm
Heracles:
54,000,000 gold
54 mountain King bonus week
Kit wrote:Postby kitsune106 » Sun Sep 01, 2019 6:28 pm
Heracles:
55,000,000 gold
55 mountain King bonus week
Kit wrote:Postby kitsune106 » Mon Sep 02, 2019 9:02 am
Heracles:
56,000,000 gold
56 mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Sep 03, 2019 1:46 pm
Heracles:
57,000,000 gold
57 mountain King bonus week
Kit wrote:Postby kitsune106 » Fri Sep 06, 2019 3:01 pm
Heracles:
58,000,000 gold
58 mountain King bonus week
Underdog wrote:Postby Underdog » Sun Sep 08, 2019 8:10 am
Above training is done
OLIVER TRACK B:
Scholar- Name, 32 | Weeks, 1,720,000 | Gold
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Knowledge of Dimensions, Knowledge of Portals
Cost: 100,000 Gold, 2 Weeks
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 2 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
Starts on 5/15/19 and finishes on 8/12/19 (NOTE - Oliver will be using 20 bonus weeks from books and spheres to speed up the training)
Oliver will bounce 15 purity off of Cael, Volatilis, and Lili von Mion to created attunement books for:
Scholar (Underdog has Name)
RESOURCES USED
Scholar (Underdog) - 20 | Weeks, 1,720,000 | Gold
15 | Purity
15 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
AWARDS GAINED
Has Consumed 5 Attunement Book: Scholar
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
http://gad.tfsnewworld.com/forum/viewto ... 00#p167024
Oliver Track B
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Requires: Basic Gate Magic Attunement
Cost: 60,000 Gold, 1 Week
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Requires: Basic Gate Magic Attunement
Cost: 40,000 Gold, 1 Week
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks
This training will take six (6) weeks and be completed on October 20th 2019
Resources used
520,000 | Gold
Kit wrote:Postby kitsune106 » Mon Sep 09, 2019 11:11 am
Heracles:
59,000,000 gold
59 mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Sep 10, 2019 8:02 am
Heracles:
60,000,000 gold
60 mountain King bonus week
The Nottest of Daves wrote:Postby The Nottest of Daves » Fri Sep 13, 2019 6:15 am
FOR TRACK A 09-13
Dulcinea finishes getting Channeler and Thermonuclear Disciple to Name-rank:
~CHANNELER~
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks
~THERMONUCLEAR DISCIPLE~
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Requires: Basic Atomic Synchronization, 3 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Requires: Basic Atomic Resistance
Cost: 200,000 Gold, 2 Weeks
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Requires: Basic Command of Atomic
Cost: 40,000 Gold, 2 Weeks
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Atomic Synchronization, 10 other Thermonuclear Disciple abilities
Cost: 125,000 Gold, 4 Weeks
and then moves on to REACHING FORTH FOR ADDITIONAL KIRGA:
~CONJURER~
Basic Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 20% Charm Resistance
Requires: Elemental Communing II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Requires: Apprentice Conjurer Knowledge, 10 other Conjurer abilities
Cost: 125,000 Gold, 4 Weeks
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Requires: Elemental Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Requires: Elemental Calling I
Cost: 40,000 Gold, 2 Weeks
Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 40% Charm Resistance
Requires: Basic Elemental Loyalty Communing, Apprentice Conjurer Knowledge
Cost: 100,000 Gold, 2 Weeks
~CONTROLLER~
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Requires: Basic Force Training, Basic Water Synchronization
Cost: 300,000 Gold, 2 Weeks
Caustic Impulse- (Technique Ability, Controller) Possessor may use 'Caustic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Acid element.
Requires: Basic Force Training, Basic Acid Synchronization
Cost: 300,000 Gold, 2 Weeks
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Requires: Apprentice Force Training, 10 other Controller abilities
Cost: 125,000 Gold, 4 Weeks
~INSCRIBER~
Inscriber of the Wards Which Protect against Charm- (Passive Ability, Inscriber) Possessor gains +5% Charm Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Stat Drain- (Passive Ability, Inscriber) Possessor gains +5% Stat Drain Resistance if possessor has a Ward equipped, to a max of 200%
Requires: Inscriber of the Wards Which Protect against Status Effects
Cost: 50,000 Gold, 2 Weeks
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Requires: Apprentice Ward Mastery, 10 other Inscriber abilities
Cost: 125,000 Gold, 4 Week
Costing 1,315,000 Gold
TO COMPLETE 2020-03-27
SPECIAL NOTE: Completion of this training plan completes the unslotted task to make more pulls from Of The Tales:
* Obtain the abilities Basic Geomancy Attunement, Basic Hypertech Attunement, Basic Wizard Magic Attunment, Basic Divine Magic Attunement, Basic Beastmaster Knowledge, Apprentice Smith Proficiency, Apprentice Jeweler Proficiency, Apprentice Magewright Proficiency, Apprentice Crafter Proficiency, Apprentice Enchantment Attunement, Commander, Conjurer, Controller, Inscriber, and Lawbringer
Kit wrote:Postby kitsune106 » Fri Sep 13, 2019 2:39 pm
Heracles:
61,000,000 gold
61 mountain King bonus week
Kit wrote:Postby kitsune106 » Sun Sep 15, 2019 7:15 pm
Heracles:
62,000,000 gold
62 mountain King bonus week
Kit wrote:Postby kitsune106 » Sun Sep 22, 2019 7:00 pm
Heracles:
63,000,000 gold
63 mountain King bonus week
The Nottest of Daves wrote:Postby The Nottest of Daves » Sat Sep 28, 2019 12:02 am
The Nottest of Daves wrote:That Which Lurks completes training
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Understanding of Common Practices of Theoretical Magic, Fast Casting
Cost: 30,000,000 Gold, 5 Weeks
---------------------
Using Time Mage from Caelum, and Adept and Expert Spatial Mage from Volatilis, Basic, Improved, and Greater Essence Sphere: Time Mage are crafted! Also Basic, Improved and Greater Essence Sphere: Spatial Mage!
~SCHOLAR~
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Requires: Basic Book Training
Cost: 150,000 Gold, 3 Weeks
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Requires: Basic Book Training, Basic Rune Magic Attunement
Cost: 80,000 Gold, 2 Weeks
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks
~WANDERER~
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Requires: Basic Spatial Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks
~WIZARD~
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: SPATIAL MAGE~
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 2 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 2 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 4 Weeks
~OTHER: TIME MAGE~
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks
Costing Dulcinea:
150 Essence Spheres
25,880,000 Gold
Costing That Which Lurks:
1 Scholar Week
That Which Lurks gains:
1 Spatial Mage Week
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Time Mage
Training to complete on 2019-09-28
That finishes...
Time to broaden some of the knowledge of "Jack Durham"!
~DIVINER~
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Requires: Apprentice Divining Attunement, 10 other Diviner abilities
Cost: 125,000 Gold, 4 Weeks
~ELEMENTALIST~
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Requires: Scholar of Elements, Studious
Cost: 400,000 Gold, 2 Weeks
~INSCRIBER~
Inscribe Complex Ward Symbols- (Passive Ability, Inscriber) Possessor's Resistances, Immunities, Reflection, and Absorption may not be ignored or bypassed by sources below Level 20
Requires: Inscriber, Ritualist, Basic Rune Magic Attunement OR Rejection or Runes, Basic Glyph Magic Attunement OR Rejection of Glyphs, Theoretical Spellcaster, 10 Base MIN
Cost: 300,000 Gold, 2 Weeks
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Requires: Apprentice Ward Mastery, 10 other Inscriber abilities
Cost: 125,000 Gold, 4 Weeks
Inscriber of the Wards Which Protect against Esoteric Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to Tier 1 and Tier 2 nonbase elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Requires: Inscriber of the Wards Which Protect against Light, Inscriber of the Wards Which Protect against Hope, Inscriber of the Wards Which Protect against War, Knowledge of Esoteric Elements, Inscriber
Cost: 300,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Hope- (Passive Ability, Inscriber) Possessor gains +1% Hope Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks
Inscriber of the Wards Which Protect against War- (Passive Ability, Inscriber) Possessor gains +1% War Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Cost: 75,000 Gold, 2 Weeks
~RITUALIST~
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
~RUNE MAGE~
Rejection of Glyphs- (Passive Ability, Other: Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Requires: Apprentice Rune Magic Attunement
Cost: 50,000 Gold, 1 Week
Rune Mage- (Passive Ability, Other: Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP, +50 additional damage, -10 additional MP, and +40 HP to Rune Magic summons per possessor level
Requires: Apprentice Rune Mage Attunement, 10 other Rune Mage abilities
Cost: 125,000 Gold, 4 Weeks
~SCHOLAR~
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: Scholar, 15 abilities from 'Element-based classes'
Cost: 500,000 Gold, 4 Weeks
Costing Lurky
1 Rune Mage Week
1 Inscriber Week
2,275,000 Gold
To Complete 2020-05-02
Kit wrote:Postby kitsune106 » Sat Sep 28, 2019 9:47 am
Heracles:
64,000,000 gold
64 mountain King bonus week
Kit wrote:Postby kitsune106 » Wed Oct 02, 2019 4:11 pm
Heracles:
65,000,000 gold
65 mountain King bonus week
Rukathal wrote:Postby Armocida » Thu Oct 03, 2019 9:26 pm
Rukathal Sphereballs!! ITS ABOUT TIME!!! With Cael's permission for abilities and Pathaky's permission for Spheres!
Binder:
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Binder Knowledge, 3 other Binder abilities
Cost: 125,000 Gold, 2 Weeks
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Requires: Apprentice Binder Knowledge, 10 other Binder abilities
Cost: 125,000 Gold, 4 Week
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Requires: Basic Binder Knowledge
Cost: 60,000 Gold, 2 Weeks
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Requires: Spirit Communing I
Cost: 100,000 Gold, 2 Weeks
Shrine Maiden:
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Requires: Basic Spirit Magic Attunement
Cost: 120,000 Gold, 2 Weeks
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Requires: Basic Spirit Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Requires: Spirit Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Requires: Basic Spirit Magic Attunement, 3 other Shrine Maiden abilities
Cost: 125,000 Gold, 2 Weeks
Enslaver
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Requires: Basic Soul Training
Cost: 20,000 Gold, 2 Weeks
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Requires: Basic Soul Training
Cost: 70,000 Gold, 2 Weeks
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Requires: Soul Wielding I, Force of Command
Cost: 40,000 Gold, 2 Weeks
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
Auramancer
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Requires: Basic Aura Training
Cost: 40,000 Gold, 2 Weeks
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
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Requires: Basic Aura Mastery, 3 other Auramancer abilities
Cost: 125,000 Gold, 2 Weeks
Ocean Prince
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Requires: Basic Water Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Water
Cost: 100,000 Gold, 2 Weeks
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Water
Cost: 500,000 Gold, 2 Weeks
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Requires: Basic Water Synchronization, 3 other Ocean Prince abilities
Cost: 125,000 Gold, 2 Weeks
That will do it for now as a start!
The Nottest of Daves wrote:Postby The Nottest of Daves » Fri Oct 04, 2019 1:45 pm
Classes that are missing their Apprentice-rank (and that have more than a Basic-entry abilities)
Cook
Dread Banker
Elder Scribe
Eschatologist
Litigamancer
Mage-Archivist
Pan-Cosmic Haberdasher
Radiant Templar
Superhero
Witch Doctor
Adventurer
Archetype Walker
Astrologer of the Grand Design
Baleful Eminence
Concordant Artisan
Denizen of the Inferno
Domain-Warper
Drifter Within Fantasy
Empty Vessel
Existence Thief
Eye of Heaven
Highest One
Honed One
Immaculate Mind
Instrument of Retribution
Joyous One
Keeper of the Promise
Kringlemaster
Land's Guardian
Notion-Crafter
Nullifier
Occultist
Precursor
Sifter of Unmade Places
Thrallkeeper
Tyranny's Instrument
Unseen Master
Wishmaker
Enigma Man
Medium
Rider
Classes that some PCs have with only Basic abilities (not a complete list):
Chromatic Conductor
Land's Nexus
Legend Drover
Planefolder
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Page 30
Kit wrote:Postby kitsune106 » Sun Oct 06, 2019 6:49 pm
Heracles:
66,000,000 gold
66 mountain King bonus week
Kit wrote:Postby kitsune106 » Sat Oct 12, 2019 7:43 pm
Heracles:
67,000,000 gold
67 mountain King bonus week
Kit wrote:Postby kitsune106 » Fri Oct 18, 2019 7:25 am
Heracles:
68,000,000 gold
68 Mountain King bonus week
Kit wrote:Postby kitsune106 » Fri Oct 25, 2019 9:53 am
Heracles:
69,000,000 gold
69 Mountain King bonus week
Kit wrote:Postby kitsune106 » Mon Oct 28, 2019 5:59 pm
Heracles:
70,000,000 gold
70 Mountain King bonus week
Kit wrote:Postby kitsune106 » Tue Nov 05, 2019 9:49 am
Heracles:
72,000,000 gold
72 Mountain King bonus week
Draconics wrote:Postby Draconics » Tue Nov 05, 2019 12:25 pm
Going to start getting these posts out there. I'll update the costs, schedules, and character sheets later
Nira - Track A
11/5/19-
Working with Draconics, Nira is given and uses: 5 Greater Wizard Spheres, 5 Superior Wizard Sphere, 5 Basic Time Mage Spheres, 5 Improved Time Mage Spheres, 5 Greater Time Mage Spheres, 5 Basic Channeler Spheres, 5 Improved Channeler Spheres, 5 Greater Channeler Spheres
None of these bonus weeks survive.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Requires: Basic Channeling Attunement
Cost: 60,000 Gold, 2 Weeks
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic
Cost: 5,000,000 Gold, 2 Weeks
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 3 Weeks
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Requires: Apprentice Divining Attunement, Basic Psychic Power Attunement
Cost: 200,000 Gold, 2 Weeks
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Understanding of Common Practices of Theoretical Magic, Fast Casting
Cost: 30,000,000 Gold, 5 Weeks
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Requires: Basic Offensive Shaping of Chronomantic Technique
Cost: 300,000 Gold, 2 Weeks
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, Fast Casting
Cost: 500,000 Gold, 2 Weeks
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Chronomancy Attunement, 3 other Time Mage abilities
Cost: 125,000 Gold, 2 Weeks
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Requires: Basic Magically Enhanced Speed, Apprentice Chronomancy Attunement
Cost: 600,000 Gold, 2 Weeks
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Requires: Improved Magically Enhanced Speed, Aging Spell
Cost: 600,000 Gold, 2 Weeks
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Requires: Limited Personal Precognition, Improved Fast Casting
Cost: 700,000 Gold, 2 Weeks
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Apprentice Chronomancy Attunement, 10 other Time Mage abilities
Cost: 125,000 Gold, 4 Weeks
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Requires: Basic Magic Retention, Chronomantic Auto-Haste
Cost: 600,000 Gold, 2 Weeks
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Requires: Chronospell Boost
Cost: 400,000 Gold, 2 Weeks
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Requires: Basic Chronomancy Attunement
Cost: 2,000,000 Gold, 2 Weeks
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor's actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Requires: Slightly Magically Enhanced Speed, Lengthen Casting
Cost: 900,000 Gold, 2 Weeks
Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Requires: Chronospell Boost
Cost: 100,000 Gold, 2 Weeks
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Requires: Basic Chronomancy Attunement
Cost: 50,000 Gold, 2 Weeks
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Requires: Chronomancy Casting I
Cost: 100,000 Gold, 2 Weeks
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.
Requires: Delayed Spell, Improved Chronospell Boost
Cost: 500,000 Gold, 2 Weeks
Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Requires: Basic Offensive Shaping of Chronomantic Technique, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks
Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Requires: Trigger Spell, Slowing Spell
Cost: 5,000,000 Gold, 2 Weeks
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chronomancy
Requires: Chronomancy Casting II, Apprentice Chronomancy Attunement
Cost: 60,000 Gold, 2 Weeks
Hasting Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Hasting Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Augmented: Haste.
Requires: Chronospell Boost, Chronomancy Casting II
Cost: 500,000 Gold, 2 Weeks
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Requires: Improved Chronospell Boost, Fast General Spellcasting
Cost: 2,000,000 Gold, 2 Weeks
Inevitable Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Inevitable Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action, as well as the next action performed by possessor that involves possessor casting a Chronomancy spell that possessor cast as part of said action, may not be countered by individuals below Level 60
Requires: Basic Offensive Shaping of Chronomantic Technique, Basic Defensive Shaping of Chronomantic Technique, Focused Chronomancy Casting
Cost: 300,000 Gold, 2 Weeks
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Requires: Time Mage, Time-Consuming Strike
Cost: 80,000,000 Gold, 2 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
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Time Mage, 50 other Time Mage Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
This all finishes on: January 5, 2021
Draconics wrote:Postby Draconics » Tue Nov 05, 2019 2:47 pm
Nira starts learning on her track B today the following ability in this order:
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Requires: Aging Touch, Improved Weaponization of Time
Cost: 2,000,000 Gold, 2 Weeks
Detect Time- (Passive Ability, Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Requires: Apprentice Divining Attunement, Basic Time Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Requires: Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Time
Cost: 200,000 Gold, 2 Week
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Requires: Elemental Attack-Conversion: Time
Cost: 500,000 Gold, 2 Weeks
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Requires: Basic Time Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Requires: Aging Blow, Wearing the Cloth of Ages, Meditative Assumption of Time
Cost: 60,000,000 Gold, 2 Weeks
Father Time's Aging Aura- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor may choose at the beginning of each round to have a 60% chance of inflicting Fatigued: Elderly on each opponent
Requires: Father Time Mode, Emanate Time
Cost: 30,000,000 Gold, 2 Weeks
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Requires: Aging Blow, Improved Weaponization of Time, Level 40
Cost: 26,000,000 Gold, 2 Weeks
Infinite Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains the element Time while in Temporal Primarch stances
Requires: Meditative Assumption of Time, Adept Time Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Requires: Diviner, Temporal Primarch, Defenses that Utilize Time
Cost: 30,000,000 Gold, 1 Week
Project Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Time
Requires: Improved Weaponization of Time
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and performs an 'Elemental Attack' action that is solely Time element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Requires: Meditative Assumption of Time, Unaging
Cost: 200,000 Gold, 2 Weeks
Wisdom of the Ages- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and afflicted with Fatigued: Elderly, possessor gains +500 MIN
Requires: Self Age-Control
Cost: 1,000,000 Gold, 2 Weeks
Time Body Form- (Stance Ability, Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Time, Temporal Primarch, Basic Time Resistance, Apprentice Understanding of the Heart of Time, Apprentice Defenses Against Time
Cost: 300,000 Gold, 3 Weeks
Rapdily Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Requires: Wind of Seconds, Fast Personal Time Progression, Self Age-Control, Time Body Form, Doublespeed Recovery (Moderate)
Cost: 30,000,000 Gold, 2 Weeks
Relentless Tempest of Time- (Passive Ability, Other: Temporal Primarch) If possessor's last action was solely Time element either due to this ability or the technique 'Elemental Attack-Conversion: Time', possessor may make any of possessor's offensive actions solely Time element.
Requires: Nonsynchronous Elemental Attack-Conversion: Time, Adept Time Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Requires: Basic Understanding of the Heart of Time, Defenses that Utilize Time
Requires: 500,000 Gold, 2 Weeks
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Requires: Father Time Mode, Time Immunity, Absorb Time, Reflect Time
Cost: 30,000,000 Gold, 2 Weeks
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Requires: Hammer of Langerous Years, Adept Time Synchronization
Cost: 26,000,000 Gold, 2 Weeks
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Requires: Improved Weaponization of Time, Temporally Enhanced Speed
Cost: 5,000,000 Gold, 2 Weeks
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Requires: Emanate Time, Improved Weaponization of Time
Cost: 200,000 Gold, 3 Weeks
Twitching Clock-Hand Talons- (Passive Ability, Other: Temporal Primarch) While possessor is Time element, possessor gains +30,000,000 Melee Attack and possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '60% inflicts Fatigued: Elderly', Possessor's 'Melee Overdrive' actions gain a 20% chance of inflicting Instant Death on targets afflicted with Fatigued: Elderly
Requires: Greater Weaponization of Time, Makes an Incessant Ticking Sound, Adept Time Synchronization, Time Battle-Aura, Time Body Form, Time-Consuming Strike
Cost: 30,000,000 Gold, 2 Weeks
Understanding of the Bonds of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Time element individual
Requires: Improved Understanding of the Heart of Time
Cost: 200,000 Gold, 2 Weeks
She finishes this on: December 22, 2020
Draconics wrote:Postby Draconics » Tue Nov 05, 2019 3:08 pm
SO - Track A
11/5/19-
Working with Draconics, Silent One is fed 5 Basic Commander Spheres, 5 Improved Commander Spheres, 5 Greater Commander Spheres, 5 Basic Seakeeper Spheres, 5 Improved Seakeeper Spheres, 5 Greater Seakeeper Spheres.
He then spends those weeks in their entirety and begins to learn the following in this order:
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Requires: Basic Leadership Attunement
Cost: 60,000 Gold, 3 Weeks
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Requires: Basic Leadership Attunement
Cost: 70,000 Gold, 2 Weeks
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Requires: Commander's Hand
Cost: 20,000 Gold, 3 Weeks
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Requires: Basic Leadership Attunement, 3 other Commander abilities
Cost: 125,000 Gold, 2 Weeks
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Apprentice Leadership Attunement, Good at Keeping Allied Morale High
Cost: 70,000 Gold, 2 Weeks
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Requires: Morale-Boosting Command
Cost: 50,000 Gold, 1 Weeks
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Requires: Basic Leadership Attunement
Cost: 40,000 Gold, 2 Weeks
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Requires: Basic Leadership Attunement
Cost: 50,000 Gold, 2 Weeks
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Requires: Leadership Casting I
Cost: 100,000 Gold, 2 Weeks
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
Superior Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 80% Charm Resistance
Requires: Advanced Shapeshifter Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Form of Shark- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Wereform: Wereshark- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Requires: Shapeshifter Traits, Form of Shark
Cost: 5,000,000 Gold, 5 Weeks
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic 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
Acclimation to the Pressure of the Ocean Depths- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains Drowning: Pressure of the Deep Immunity
Requires: Aquatic Traits, 5 Base CON
Cost: 5,000,000 Gold, 5 Weeks
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Seakeeper Knowledge, 3 other Seakeeper abilities
Cost: 125,000 Gold, 2 Weeks
Fins- (Passive Ability, Seakeeper) Possessor gains +20 AGI while possessor is an Aquatic
Requires: Aquatic Traits
Cost: 20,000 Gold, 1 Week
Swimmer- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Requires: No Prerequisites
Cost: 30,000 Gold, 2 Weeks
Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Requires: None
Cost: 30,000 Gold, 2 Weeks
Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
Requires: 5 Base CON
Cost: 60,000 Gold, 2 Weeks
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Requires: Aquatic Traits
Cost: 120,000 Gold, 2 Weeks
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Requires: Apprentice Seakeeper Knowledge, 10 other Seakeeper abilities
Cost: 125,000 Gold, 4 Weeks
Form of Anemone- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Melee Attack
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Clam- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 Defense
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Crab- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 Defense and +100 Melee Attack
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Dolphin- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 MIN
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Fish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 AGI
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Jellyfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Requires: Water Breathing
Cost: 0 Gold, 1 Weeks
Form of Sea Snake- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Sea Turtle- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Defense
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Shark- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Starfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR and +50 CON
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Tube-Worm- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +1% Resilience
Requires: Aquatic Traits
Cost: 0 Gold, 1 Weeks
Form of Whale- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 STR, +200 CON, +200 SPI, +200 MIN, and +10,000 HP
Requires: Aquatic Traits, Level 10
Cost: 0 Gold, 1 Weeks
Anemone Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Anemone' stance when not in said stance
Requires: Form of Anemone, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Clam Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Clam' stance when not in said stance
Requires: Form of Clam, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Crab Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Crab' stance when not in said stance
Requires: Form of Crab, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Dolphin Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Dolphin' stance when not in said stance
Requires: Form of Dolphin, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Fish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Fish' stance when not in said stance
Requires: Form of Fish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Jellyfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Jellyfish' stance when not in said stance
Requires: Form of Jellyfish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Requires: Form of Octopus, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Sea Snake Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Snake' stance when not in said stance
Requires: Form of Sea Snake, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Sea Turtle Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Turtle' stance when not in said stance
Requires: Form of Sea Turtle, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Shark Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Shark' stance when not in said stance
Requires: Form of Shark, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Starfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Starfish' stance when not in said stance
Requires: Form of Starfish, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
Whale Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Whale' stance when not in said stance
Requires: Form of Whale, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 0 Gold, 1 Weeks
This is finished on: October 13, 2020
Draconics wrote:Postby Draconics » Tue Nov 05, 2019 3:23 pm
Silent One Track B-
Silent One starts learning the following block of abilities. This list is not in order, assume all requisites are followed (as example: The Adept ability and two abilities requiring it are at the end):
Adept Flux Synchronization- (Passive Ability, Other: Dynamic Allsculpter) Amounts of Flux element Damage possessor deals are increased by 10,000 points, Flux 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 Flux element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Other: Dynamic Allsculpter, 50 other Other: Dynamic Allsculpter Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Flux Affinity to Healing Via Flux
Cost: 200,000 Gold, 2 Weeks
Apprentice Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 Defense against Flux
Requires: Flux Defenses Against Flux
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Flux
Cost: 100,000 Gold, 2 Weeks
Apprentice Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 to all stats while in a Zone of Flux
Requires: Basic Zonal Acclimation of Flux
Cost: 100,000 Gold, 2 Weeks
Basic Acceleration Within Flux's Dominion- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Flux
Requires: Basic Zonal Acclimation of Flux
Cost: 30,000 Gold, 1 Week
Basic Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Flux Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 50 points
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +50 to all stats while in a Zone of Flux
Requires: Basic Flux Synchronization
Cost: 40,000 Gold, 2 Weeks
Control of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor has a 20% chance of being able to cancel the actions of Flux element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Flux Manipulation
Cost: 500,000 Gold, 2 Weeks
Defense Flux- (Passive Ability, Other: Dynamic Allsculptor) At the start of each round, if possesor is Flux element, possessor may give itself a non-stacking buff that provides +2,000 Defense against any one base element
Requires: Defenses that Utilize Flux
Cost: 2,000,000 Gold, 2 Weeks
Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Requires: Basic Flux Synchronization, Basic Defenses against Flux, Basic Weaponization of Flux
Cost: 200,000 Gold, 2 Weeks
Elemental Attack-Conversion: Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Flux element and no other technique is used. Said action becomes solely the element Flux.
Requires: Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Invocation of Flux' in conjunction with an 'Elemental Attack' action so long as possessor is Flux element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Flux
Cost: 200,000 Gold, 2 Week
Flux Battle-Aura- (Stance Ability, Other: Dynamic Allsculpter) Possessor deals 10,000 Flat Flux element Damage to each opponent at the start of each round
Requires: Emanate Flux, Improved Weaponization of Flux
Cost: 200,000 Gold, 3 Weeks
Flux Body Form- (Stance Ability, Other: Dynamic Allsculptor) Possessor gains +200 Defense against Flux, Possessor gains 15% Flux Resistance, Possessor may deal 5,000 Flat Flux element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Flux, Dynamic Allsculptor, Basic Flux Resistance, Apprentice Understanding of the Heart of Flux, Apprentice Defenses Against Flux
Cost: 300,000 Gold, 3 Weeks
Greater Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Flux, Dynamic Allsculpter
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Flux
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +5,000 Defense against Flux
Requires: Apprentice Defenses Against Flux, Basic Flux Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +2,000 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Requires: Apprentice Flux Synchronization, Improved Defenses against Flux, Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks
Improved Flux Elemental Emanation- (Passive Ability, Other: Dynamic Allsculptor) Possessor's 'Call Forth the Living Flux' ability may summon entities up to Level 20
Requires: Call Forth the Living Flux
Cost: 200,000 Gold, 2 Weeks
Improved Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +1,000 to all stats while in a Zone of Flux
Requires: Apprentice Zonal Acclimation of Flux
Cost: 500,000 Gold, 2 Weeks
Improved Zonal Flux Empowerment- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 to all stats while in a Zone of Flux, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Flux
Requires: Empowered by Flux, Nourished by Flux, Improved Zonal Acclimation of Flux
Cost: 1,000,000 Gold, 2 Weeks
Infinite Assumption of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains the element Flux while in Dynamic Allsculptor stances
Requires: Meditative Assumption of Flux, Adept Flux Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Nonsynchronous Elemental Attack-Conversion: Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may use the Technique 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Flux element.
Requires: Elemental Attack-Conversion: Flux
Cost: 500,000 Gold, 2 Weeks
Nourish Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor deals HP or MP healing to an Flux element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Flux, Nourished by Flux
Cost: 200,000 Gold, 2 Weeks
Nullify Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor may remove the element Flux from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Flux-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Flux-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Flux from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Flux Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Partial Channeling of the Wrath of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Requires: Basic Flux Resistance, Basic Weaponization of Flux
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains 5% Overload: Flux Destabilization Resistance
Requires: Basic Flux Resistance
Cost: 40,000 Gold, 2 Weeks
Predict the Flow of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +5% Dodge against Flux element individuals
Requires: Improved Defenses Against Flux, Improved Understanding of the Heart of Flux, Defenses that Utilize Flux
Cost: 200,000 Gold, 2 Weeks
Project Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Flux
Requires: Improved Weaponization of Flux
Cost: 3,000,000 Gold, 2 Weeks
Prosperous Venting of Excess Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element and performs an 'Elemental Attack' action that is solely Flux element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Flux
Cost: 500,000 Gold, 2 Weeks
Reconsume Flux Elemental Spawn- (Passive Ability, Other: Dynamic Allsculpter) Possessor may, at the start of any round, unsummon one of possessor's Flux element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Requires: Improved Flux Elemental Emanation, Improved Affinity to Healing Via Flux
Cost: 200,000 Gold, 2 Weeks
Reflect Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor Reflects Flux against sources below Level 20 if Level 20 or greater
Requires: Flux Immunity
Cost: 500,000 Gold, 2 Weeks
Relentless Tempest of Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor's last action was solely Flux element either due to this ability or the technique 'Elemental Attack-Conversion: Flux', possessor may make any of possessor's offensive actions solely Flux element.
Requires: Nonsynchronous Elemental Attack-Conversion: Flux, Adept Flux Synchronization
Cost: 6,000,000 Gold, 2 Weeks
Stability Within Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 25% minor negative status effect resistance while in a Zone of Flux
Requires: Basic Understanding of the Heart of Flux, Defenses that Utilize Flux
Requires: 500,000 Gold, 2 Weeks
Zonal Flux Control- (Passive Ability, Other: Dynamic Allsculpter) Possessor may, at the start of each round, choose one Zone of Flux that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Requires: Control of Flux, Improved Zonal Acclimation of Flux
Cost: 1,000,000 Gold, 2 Weeks
This training concludes on: June 22, 2021
(note to self, still needs Detect Flux)
Draconics wrote:Postby Draconics » Tue Nov 05, 2019 4:18 pm
Apparently, Zweirugi is still learning smithing on "Track A"s! Woo.
Working with the RM, SO, and Nira, he makes and consumes:
5 Basic Spheres of Diplomat, Crusher, Driver, Paladin, Summoner
5 Improved Spheres of Diplomat, Crusher, Driver, Paladin, Summoner
5 Greater Spheres of Diplomat, Crusher, Driver, Paladin, Summoner
These weeks are consumed in turn.
Zweirugi - Track B
11/5/19
.....?
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Requires: Basic Clothing Mastery
Cost: 20,000 Gold, 2 Weeks
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Requires: Clothing Wearer I
Cost: 60,000 Gold, 2 Weeks
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Requires: Basic Clothing Mastery, 3 other Diplomat abilities
Cost: 125,000 Gold, 2 Weeks
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Requires: Basic Clothing Mastery
Cost: 450,000 Gold, 3 Weeks
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 2 Weeks
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 140,000 Gold, 3 Weeks
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Requires: Apprentice Clothing Mastery, 10 other Diplomat abilities
Cost: 125,000 Gold, 4 Weeks
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Requires: Basic Hammer Training
Cost: 20,000 Gold, 2 Weeks
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Requires: Hammer Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Requires: Basic Hammer Training, 3 other Crusher abilities
Cost: 125,000 Gold, 2 Weeks
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Requires: Paralytic Smash
Cost: 20,000 Gold, 1 Week
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Hammer Training
Cost: 300,000 Gold, 2 Weeks
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Requires: Apprentice Hammer Training, 10 other Crusher abilities
Cost: 125,000 Gold, 4 Weeks
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Motorcycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Motorcycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Bicycle Rider- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Bicycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Unicyclist- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Unicycle' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Requires: Basic Vehicle User, 3 other Driver abilities
Cost: 125,000 Gold, 2 Weeks
Cycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Cycle' in the name
Requires: Motorcycle Driver, Bicycle Rider, Unicyclist
Cost: 60,000 Gold, 2 Weeks
Skateboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Skateboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Snowboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Snowboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Surfer- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks
Boarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Board' in the name
Requires: Skateboarder, Snowboarder, Surfer
Cost: 60,000 Gold, 2 Weeks
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks
Nullify Truth- (Passive Ability, Analyst of the Absolute) Possessor may remove the element Truth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Truth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Truth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Truth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Truth Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Requires: Apprentice Divining Attunement, Basic Truth Synchronization
Cost: 100,000 Gold, 2 Weeks
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Requires: Basic Holy Magic Attunement
Cost: 150,000 Gold, 3 Weeks
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Requires: Basic Holy Magic Attunement, 3 other Paladin abilities
Cost: 125,000 Gold, 2 Weeks
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Requires: Basic Holy Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Requires: Paladin's Grace
Cost: 70,000 Gold, 2 Weeks
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Requires: Basic Holy Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Paladin's Shield of Faith Stance- (Stance Ability, Paladin) 1/4 the Defense bonus provided by equipped Shields is added to possessor's Magical Attack for spells that heal or buff allies but have no negative effect for foes
Requires: Basic Holy Magic Attunement
Cost: 70,000 Gold, 3 Weeks
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Requires: Apprentice Holy Magic Training, 10 other Paladin abilities
Cost: 125,000 Gold, 4 Weeks
Purifying Slash- (Technique Ability, Swordsman) Possessor may use 'Purifying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light, gains +1,000 Melee Attack, and Demons, Devils, Daemons, Undead, and Darkspawn killed by said action cannot be resurrected by sources below Level 40.
Requires: Swordsman, Kensei, Paladin, Level 20
Cost: 10,000,000 Gold, 2 Weeks
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Requires: Basic Summoner Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Requires: Basic Summoner Magic Attunement
Cost: 200,000 Gold, 2 Weeks
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Requires: Basic Summoner Magic Attunement, 3 other Summoner abilities
Cost: 125,000 Gold, 2 Weeks
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Requires: Apprentice Summoner Magic Attunement
Cost: 100,000 Gold, 1 Week
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Requires: Apprentice Summoner Magic Attunement, 10 other Summoner abilities
Cost: 125,000 Gold, 4 Weeks
Humanoid Elf- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Elf' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Elf' Stance
Requires: Form of Elf
Cost: 200,000 Gold, 2 Weeks
Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Requires: Form of Gnome
Cost: 200,000 Gold, 2 Weeks
Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid, is wielding a Mace or Hammer, and is in 'Form of Ogre' stance, possessor gains +800 Melee Attack and '30% inflicts Fatigued: Stun'
Requires: Form of Ogre, Crusher
Cost: 1,600,000 Gold, 2 Weeks
Pig-Orc- (Passive Ability, Warlord) If possessor is a Humanoid and is in 'Form of Orc' stance, Food consumables that heal possessor's HP do so by an additional 500 points
Requires: Form of Orc
Cost: 150,000 Gold, 2 Weeks
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Requires: Humanoid Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Requires: Humanoid Calling I
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Requires: Humanoid Calling II
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Requires: Humanoid Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Requires: Humanoid Calling IV, Humanoid Instruction II, Summoner, Warlord
Cost: 200,000 Gold, 2 Weeks
Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Requires: Form of Giant, Basic Bardic Music Attunement
Cost: 1,000,000 Gold, 2 Weeks
Adept Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Humanoid summon, Possessor's unmodified stats increase by 200 points if possessor is a Humanoid
Requires: Warlord, 50 other Warlord Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
This training completes on: April 20, 2021
Draconics wrote:Postby Draconics » Wed Nov 06, 2019 10:36 am
Roulette Master - Track A
11/6/19
Working with Nira, Zweirugi and Draconics, the RM is granted and uses:
5 Basic spheres of Demonologist, Champion of the Upper Realms
5 Improved spheres of Thief, Demonologist, Champion of the Upper Realms
5 Greater spheres of Thief, Demonologist, Champion of the Upper Realms
He then starts learning, consuming all of said weeks:
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Requires: Basic Thief Arts Attunement, 3 other Thief abilities
Cost: 125,000 Gold, 2 Weeks
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Requires: Sticky Fingers
Cost: 80,000 Gold, 2 Weeks
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Requires: Basic Item Thievery
Cost: 100,000 Gold, 3 Weeks
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Requires: Basic Thief Arts Attunement, 150 Unmodified MIN
Cost: 90,000 Gold, 2 Weeks
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 2 Weeks
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Requires: Properly Trained in Backstabbing
Cost: 90,000 Gold, 2 Weeks
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 4 Weeks
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon 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
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Requires: Basic Demonologist Knowledge
Cost: 60,000 Gold, 2 Weeks
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Requires: Demon Instruction I
Cost: 100,000 Gold, 2 Weeks
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Requires: Demon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Requires: Demon Calling I
Cost: 40,000 Gold, 2 Weeks
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Requires: Demon Calling II
Cost: 40,000 Gold, 2 Weeks
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Demonologist Knowledge, 3 other Demonologist abilities
Cost: 125,000 Gold, 2 Weeks
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Requires: Demon Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Requires: Basic Demonologist Knowledge
Cost: 63,000 Gold, 2 Weeks
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Requires: Basic Demon Calling Amplification
Cost: 50,000 Gold, 2 Weeks
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Requires: Demon Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Requires: Apprentice Demonologist Knowledge, 10 other Demonologist abilities
Cost: 125,000 Gold, 4 Weeks
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva 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
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Requires: Basic Champion of the Upper Realms Knowledge
Cost: 60,000 Gold, 2 Weeks
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Requires: Deva Instruction I
Cost: 100,000 Gold, 2 Weeks
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Champion of the Upper Realms Knowledge, 3 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 2 Weeks
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Requires: Deva Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Requires: Deva Calling I
Cost: 40,000 Gold, 2 Weeks
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Requires: Deva Calling II
Cost: 40,000 Gold, 2 Weeks
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Requires: Deva Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Requires: Deva Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Requires: Basic Deva Loyalty Instruction, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Requires: Apprentice Champion of the Upper Realms Knowledge, 10 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 4 Weeks
Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Requires: Deva Calling IV, Deva Instruction II, Summoner, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks
Advanced Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 60% Charm Resistance
Requires: Deva Loyalty Instruction, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks
Superior Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 80% Charm Resistance
Requires: Advanced Deva Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks
Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Requires: Knowledge of Esoteric Elements, Champion of the Upper Realms, Walker from Beyond, Demonologist, Anarchomancer, Ravager, Thief
Cost: 100,000,000 Gold, 60 Weeks
This completes on: October 6, 2021
Draconics wrote:Postby Draconics » Wed Nov 06, 2019 11:22 am
Roulette Master - Track B
11/6/19
Working with Nira and Draconics, the RM is granted and uses:
5 Basic spheres of Druid, Enslaver, Mentalist, Diabolist
5 Improved spheres of Druid, Enslaver, Mentalist, Diabolist
5 Greater spheres of Druid, Enslaver, Mentalist, Diabolist
5 Superior spheres of Druid, Mentalist
He then starts learning, consuming all of said weeks except banking 15 Mentalist and Diabolist until more abilities are created:
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
Requires: Druid Magic Casting I
Cost: 100,000 Gold, 2 Weeks
Focused Druid Magic Casting- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Druid Magic
Requires: Druid Magic Casting II, Apprentice Druid Magic Attunement
Cost: 60,000 Gold, 2 Weeks
Hengestone Bearer- (Passive Ability, Druid) Possessor may equip a Minor Hengestone or an antiquity with Hengsestone in its name with greater value than Minor Hengestone in an accessory slot to provide +2,000 MP
Requires: Apprentice Druid Magic Attunement
Cost: 400,000 Gold, 2 Weeks
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Requires: Friend of the Trees, Botanist
Cost: 300,000 Gold, 2 Weeks
Land's Protector- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks
Urban Druid- (Passive Ability, Druid) Possessor's Plant and Animal allies gain (+300 to all stats and +5% Dodge) if possessor possesses any Large Structure allies, Possessor may not gain the ability 'Angry About Civilization'
Requires: Druid, Not possessing the ability 'Angry About Civilization'
Cost: 200,000 Gold, 2 Weeks
Thistle-Defying Passage- (Passive Ability, Druid) Possessor gains +500 Defense against Effects attached to Zones, Terrains, and Phantom Terrains, Effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 10 cannot inflict minor negative status effects on possessor and cannot deal non-Healing Damage to possessor
Requires: Trackless Passage
Cost: 300,000 Gold, 2 Weeks
Adept Druid Magic Attunement- (Passive Ability, Druid) Druid Magic spells cost possessor 10,000 less MP to cast, Druid Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Druid Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Druid, 50 other Druid Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Hengekeeper- (Passive Ability, Druid) If possessor has at least 10 Druid Magic spells equipped and possesses at least one Earth or Magic element Large Structure ally, possessor gains +5,000 to all stats and +50,000 MP as a non-stacking bonus, and possessor's allies who possesses the ability 'Druid' gain +2,500 to all stats as a bonus that stacks 7 times
Requires: Hengestone Bearer, Adept Druid Magic Attunement
Cost: 70,000,000 Gold, 3 Weeks
Elder Druid's Timeless Body- (Passive Ability, Druid) Possessor gains Fatigued: Elderly Immunity, Possessor gains 100% Impaired Resistance, Possessor gains 100% Stat Drain Resistance, Possessor's Minor Status Effect Resistances are increased by +10%
Requires: Adept Druid Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks
Archdruid- (Passive Ability, Druid) Individuals who do not possess a name that includes 'Archdruid', do not possess an ability or Constant Effect whose name includes 'Archdruid', possess no ally who either has a name that includes 'Archdruid' or possesses an ability or Constant Effect whose name includes 'Archdruid', and are not Level 60 or greater may not cast Druid Magic spells without possessor's permission, Possessor gains +5,000 to all stats and +50,000 MP
Requires: Adept Druid Magic Attunement
Cost: 100,000,000 Gold, 3 Weeks
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Requires: Soul Wielding III, Command Mastery
Cost: 2,500,000 Gold, 2 Weeks
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Requires: Soul Wielding III
Cost: 50,000 Gold, 2 Weeks
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Requires: Enslaver
Cost: 500,000 Gold, 2 Weeks
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Requires: Enslaver
Cost: 500,000 Gold, 2 Weeks
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Requires: Soul Wielding III
Cost: 1,000,000 Gold, 1 Weeks
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Requires: Banishing Command, Level 40
Cost: 1,000,000 Gold, 1 Weeks
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Requires: Soul Wielding III
Cost: 1,000,000 Gold, 1 Weeks
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Requires: Erasure Command, Level 40
Cost: 1,000,000 Gold, 1 Weeks
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Requires: Minor Soul Health-Drain, Soul Wielding I
Cost: 70,000 Gold, 1 Week
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Requires: Minor Soul Mana-Drain, Soul Wielding I
Cost: 70,000 Gold, 1 Week
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Requires: Spiritual Mana Leeching
Cost: 70,000 Gold, 1 Week
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Soul
Requires: Enslaver, 50 other Enslaver abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Hypnotist- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Requires: No Prerequisites
Cost: 500,000 Gold, 3 Weeks
Autohypnosis- (Active Ability, Mentalist) Possessor may spend an action to inflict Fatigued: Asleep on itself
Requires: Mentalist, Hypnotist
Cost: 500,000 Gold, 2 Weeks
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Requires: Basic Command of Knowledge
Cost: 40,000 Gold, 2 Weeks
Nourished By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Requires: Basic Knowledge Synchronization, 3 other Other: Numinous Archivist abilities
Cost: 125,000 Gold, 2 Weeks
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Requires: Basic Knowledge Synchronization
Cost: 40,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Mindblasted: Too Much Information Resistance
Requires: Basic Knowledge Resistance
Cost: 40,000 Gold, 2 Weeks
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge 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 Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, 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 Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Knowledge Synchronization, 5 other Numinous Archivist abilities
Cost: 400,000 Gold, 3 Weeks
Empowered By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge 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 Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks
Uplifted By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Knowledge
Requires: Basic Understanding of the Heart of Knowledge
Requires: 200,000 Gold, 2 Weeks
Detect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1% To Hit against Knowledge element targets
Requires: Apprentice Divining Attunement, Basic Knowledge Synchronization
Cost: 100,000 Gold, 2 Weeks
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Knowledge Synchronization, 10 other Other: Numinous Archivist abilities
Cost: 125,000 Gold, 4 Weeks
This training ends on: October 21, 2020
Draconics wrote:Postby Draconics » Wed Nov 06, 2019 3:12 pm
Apparently, Draconics is still learning DEVESTATION on "Track A"! Woo.
Draconics - Track B
11/6/19
Working with Nira, SO, and the RM, Draconics is given
5 Basic Spheres of Villain, Master of Monsters, Mind Lord, Driver, Mech Jockey, Beastmaster, Danmaku, Shadow Blade, Slasher
5 Improved Spheres of Villain, Master of Monsters, Mind Lord, Beastmaster, Skykeeper, Danmaku, Shadow Blade
5 Greater Spheres of Villain, Master of Monsters, Mind Lord, Skykeeper, Danmaku, Thief, Shadow Blade
He uses these weeks and 6 of his own scientist bonus weeks to learn:
(The evil abilites are following the templates in the capstone thread, they will be pending approval before I update this post, but their costs/names should be the exact same)
Evil Manipulation- (Passive Ability, Other: Villain) Possessor may choose one of the following at the beginning of each round if Evil element: Create a Zone of Evil, Remove a Zone of Evil created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evil by either possessor or a source below Level 20, Add Evil 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 Evil element on a Evil element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evil, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evil, 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 an Evil element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evil to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evil, 5% Evil Resistance, or +50 Defense against Evil and 1% Evil Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Evil Synchronization, 5 other Other: Villain abilities
Cost: 400,000 Gold, 3 Weeks
Villain- (Passive Ability, Other: Villain) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evil Resistance, Possessor ignores Evil Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Evil Synchronization, 10 other Other: Villain abilities
Cost: 125,000 Gold, 4 Weeks
Basic Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +50 Defense against Evil
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 1% Evil Resistance
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 5% Evil Resistance
Requires: Basic Evil Resistance
Cost: 200,000 Gold, 2 Weeks
Greater Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Evil, Other: Villain
Cost: 5,000,000 Gold, 2 Weeks
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster 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
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Requires: Monster Traits
Cost: 2,000,000 Gold, 2 Weeks
Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones by sources below Level 20 if possessor is a Monster
Requires: Monster Traits
Cost: 100,000 Gold, 2 Weeks
Improved Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones if possessor is a Monster
Requires: Darksight
Cost: 400,000 Gold, 2 Weeks
Improved Monsterous Vitality- (Passive Ability, Master of Monsters) Possessor gains +5,000 HP if possessor is a Monster
Requires: Monstrous Vitality
Cost: 400,000 Gold, 2 Weeks
Improved Monsterous Vitality II- (Passive Ability, Master of Monsters) Possessor gains +10,000 HP if possessor is a Monster
Requires: Improved Monstrous Vitality
Cost: 800,000 Gold, 2 Weeks
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Master of Monsters Knowledge, 3 other Master of Monsters abilities
Cost: 125,000 Gold, 2 Weeks
Improved Natural Status Infliction- (Passive Ability, Master of Monsters) Possessor's abilities' that possess minor status-effect infliction chances naturally have said chances icreased by 5%, to a max of 100%, if possessor is a Monster
Requires: Monster Traits
Cost: 400,000 Gold, 2 Weeks
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Requires: Basic Master of Monsters Knowledge
Cost: 60,000 Gold, 2 Weeks
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Requires: Apprentice Master of Monsters Knowledge, 10 other Master of Monsters abilities
Cost: 125,000 Gold, 4 Weeks
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Requires: Basic Psychic Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Requires: Basic Defenses Against Psychic
Cost: 100,000 Gold, 2 Weeks
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks
Improved Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 10% Psychic Resistance
Requires: Apprentice Psychic Resistance, Basic Defenses against Psychic
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Requires: Apprentice Defenses Against Psychic, Basic Psychic Resistance
Cost: 500,000 Gold, 2 Weeks
Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Requires: Basic Psychic Resistance
Cost: 40,000 Gold, 2 Weeks
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks
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
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Requires: Psychologist, Basic Leadership Attunement
Cost: 800,000 Gold, 2 Weeks
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Requires: Basic Mech User
Cost: 50,000 Gold, 2 Weeks
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Requires: Basic Vehicle User, 3 Thief abilities
Cost: 120,000 Gold, 3 Weeks
Has Researched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Requires: Basic Research Skills, Basic Vehicle User, Basic Vessel User, Basic War Machine User, Basic Mech User
Cost: 400,000 Gold, 3 Weeks
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Requires: Basic Beastmaster Knowledge
Cost: 60,000 Gold, 2 Weeks
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Beastmaster Knowledge, 3 other Beastmaster abilities
Cost: 125,000 Gold, 2 Weeks
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Requires: Analytical, Apprentice Beastmaster Knowledge
Cost: 160,000 Gold, 3 Weeks
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial 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
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Skykeeper Knowledge, 3 other Skykeeper abilities
Cost: 125,000 Gold, 2 Weeks
Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Requires: Analytical, Apprentice Skykeeper Knowledge
Cost: 160,000 Gold, 3 Weeks
Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Requires: Basic Skykeeper Knowledge
Cost: 90,000 Gold, 3 Weeks
Biologist- (Passive Ability, Scientist) Possessor's Animal, Plant, Aerial, and Aquatic pets and summons gain +300 to all stats, Possessor gains +500 MIN if possessor has any Animal, Plant, Aerial, or Aquatic pets or summons
Requires: Animal Researcher, Plant Researcher, Sea Creature Researcher, Bird Researcher, Scientist
Cost: 500,000 Gold, 2 Weeks
Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100- (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Requires: Basic Danmaku Attunement
Cost: 120,000 Gold, 2 Weeks
Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Requires: Basic Danmaku Attunement
Cost: 80,000 Gold, 2 Weeks
Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Requires: Basic Danmaku Attunement, 3 other Bullet Maestro abilities
Cost: 125,000 Gold, 2 Weeks
Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Requires: Reflexive Danmaku-Erasing Art, Apprentice Danmaku Attunement
Cost: 116,000 Gold, 2 Weeks
Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100- (the number of levels the source of said attack is above possessor))%.
Requires: Reflexive Danmaku-Erasing Art, Apprentice Danmaku Attunement
Cost: 230,000 Gold, 2 Weeks
Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Requires: Improved Danmaku Capacity
Cost: 160,000 Gold, 2 Weeks
Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Requires: Expanded Danmaku Capacity, Appentice Danmaku Attunement
Cost: 160,000 Gold, 2 Weeks
Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Requires: Basic Danmaku Attunement
Cost: 80,000 Gold, 2 Weeks
Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Requires: Basic Danmaku Attunement
Cost: 90,000 Gold, 2 Weeks
Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Requires: Apprentice Danmaku Attunement, 10 other Bullet Maestro abilities
Cost: 125,000 Gold, 4 Weeks
Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Requires: Basic Danmaku Attunement
Cost: 70,000 Gold, 3 Weeks
Danmaku Casting I- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 20 less MP to cast
Requires: Basic Danmaku Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Glyph Magic Attunement- (Passive Ability, Other: Glyph Mage) All Glyph Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Glyph Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, All Glyph Magic spells cost 10 less MP for possessor to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Rune Magic Attunement- (Passive Ability, Other: Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Requires: Basic Thief Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Requires: Thief Arts Casting I
Cost: 100,000 Gold, 2 Weeks
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 4 Weeks
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Requires: Basic Knife Training
Cost: 20,000 Gold, 2 Weeks
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Requires: Knife Wielding I
Cost: 60,000 Gold, 2 Weeks
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Requires: Basic Knife Training, 3 other Shadow Blade abilities
Cost: 125,000 Gold, 2 Weeks
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Knife Training
Cost: 10,000 Gold, 1 Week
Envenomed Stab- (Technique Ability, Shadow Blade) Possessor may use 'Envenomed Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks
Improved Envenomed Stab- (Passive Ability, Shadow Blade) Possessor's 'Envenomed Slash' technique has its chance of inflicting Poison increased to 30%
Requires: Envenomed Stab, Basic Thief Arts Attunement
Cost: 10,000 Gold, 1 Week
Improved Paralytic Stab- (Passive Ability, Shadow Blade) Possessor's 'Paralytic Stab' technique has its chance of inflicting Paralyzed increased to 30%
Requires: Paralytic Stab
Cost: 20,000 Gold, 1 Week
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Shadow Blade abilities that are Techniques whose name contains 'Stab'
Cost: 5,000,000 Gold, 5 Weeks
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks
Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast
Requires: Shadow Blade, Warrior, Monk, Ravager, Swordsman, Kensei, Thief
Cost: 30,000,000 Gold, 30 Weeks
This training concludes on: April 7, 2021
Notes to self:
Soldreidrethanoi, Sage, Inscriber (Contingency)
Shrine Maiden, Conjurer, Binder, Inscriber, Lawbringer (Warden)
Shaman, Necromancer, Priest (Voodoo)
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Requires: (15 Base STR AND 15 Base AGI AND 15 Base CON AND 15 Base MIN AND 15 Base SPI) OR 20 Superhero abilities
Cost: 60,000,000 Gold, 60 Weeks
Draconics wrote:Postby Draconics » Wed Nov 06, 2019 3:15 pm
Draconics Track A?!
There's a high chance if there's a quest-jump that I spend weeks to speed this up, but for now, I'm going to queue all this mess up after Devestation synch finishes.
Starting on 6/29/20 Draconics starts learning:
Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Requires: Basic Devastation Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Devastation
Cost: 100,000 Gold, 2 Weeks
Improved Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Requires: Basic Devastation Synchronization, 3 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 2 Weeks
Elemental Attack-Conversion: Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Devastation element and no other technique is used. Said action becomes solely the element Devastation.
Requires: Improved Weaponization of Devastation
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Invocation of Devastation' in conjunction with an 'Elemental Attack' action so long as possessor is Devastation element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Devastation
Cost: 200,000 Gold, 2 Week
Nonsynchronous Elemental Attack-Conversion: Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may use the Technique 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Devastation element.
Requires: Elemental Attack-Conversion: Devastation
Cost: 500,000 Gold, 2 Weeks
Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation 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 Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, 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 Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Devastation Synchronization, 5 other Other: Ruin Bringer abilities
Cost: 400,000 Gold, 3 Weeks
Detect Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1% To Hit against Devastation element targets
Requires: Apprentice Divining Attunement, Basic Devastation Synchronization
Cost: 100,000 Gold, 2 Weeks
Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Devastation Synchronization, 10 other Other: Ruin Bringer abilities
Cost: 125,000 Gold, 4 Weeks
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
(Pre-req check!: Ruin Bringer, Villain, Genesis Architect, Hollow Man, Heir of Dust)
Basic Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +50 to all stats
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus 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 Formus
Cost: 125,000 Gold, 2 Weeks
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Requires: Basic Formus Synchronization, 3 other Elemental Researcher abilities
Cost: 125,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +100 to all stats
Requires: Apprentice Command of Formus, Basic Understanding of the Heart of Formus
Cost: 100,000 Gold, 2 Weeks
Improved Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus 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 Formus, Basic Understanding of the Heart of Formus
Cost: 500,000 Gold, 2 Weeks
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus 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 Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, 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 Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Formus Synchronization, 5 other Elemental Researcher abilities
Cost: 400,000 Gold, 3 Weeks
Improved Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +250 to all stats
Requires: Improved Command of Formus, Apprentice Understanding of the Heart of Formus
Cost: 500,000 Gold, 2 Weeks
Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks
Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Formus
Cost: 100,000 Gold, 2 Weeks
Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Formus
Cost: 500,000 Gold, 2 Weeks
Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Formus Synchronization, 10 other Other: Elemental Researcher abilities
Cost: 125,000 Gold, 4 Weeks
Basic Theoretical Element Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is an element that has 'Theoretical Element' in its name
Requires: Elemental Researcher
Cost: 10,000,000 Gold, 5 Weeks
Theoretical Element Attunement- (Passive Ability, Other: Elemental Researcher) Abilities whose name includes 'Theoretical Experimental Element' in their name cost 2 weeks less if possessor has an ability from the class 'Elemental Researcher' whose name is identical to the name of the ability being purchased, only without the word 'Experimenal' and with any one string of characters between 'Element' and the end of the respective element's name, removed.
Requires: Basic Theoretical Element Synchronization
Cost: 400,000,000 Gold, 12 Weeks
Summoner of Beasts Unheard- (Passive Ability, Summoner) Possessor's summons of nonbase subtypes gain +2,000 to all stats as a non-stacking buff at the time of their summoning
Requires: Theoretical Spellcaster, Elemental Researcher, Summoner, Master of Monsters
Cost: 200,000,000 Gold, 5 Weeks
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Requires: Elemental Researcher, Doombringer, Transmuter, Theoretical Mage-Scientist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 3 Weeks
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks
Basic Madness Synchronization- (Passive Ability, Other: Oracle of Lunacy) Possessor gains +25 to all stats if possessor is Madness element
Requires: Inclusion of SAN, Inclusion of INF, Inclusion of RES, Mind Lord
Cost: 50,000,000 Gold, 30 Weeks
Draconics wrote:Postby Draconics » Wed Nov 06, 2019 3:22 pm
I FUCKED UP!
One got missed!
Nira will drop 8 bonus weeks to pick up:
Revolution on the Run- (Technique Ability, Soldreidrethanoi) Possessor may use 'Revolution on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartix equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Bailartix Training
Cost: 500,000 Gold, 2 Weeks
Armor-Piercing Revolution- (Technique Ability, Soldreidrethanoi) Possessor may use 'Armor-Piercing Revolution' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartrix equipped. Said attack pierces 200 Defense.
Requires: Apprentice Bailartrix Training
Cost: 300,000 Gold, 2 Weeks
Soldreidrethanoi- (Passive Ability, Soldreidrethanoi) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bailartix equipped, Possessor gains +(50 * Possessor Level) MIN if possessor has a Bailartix equipped
Requires: Apprentice Bailartix Training, 10 other Soldreidrethanoi abilities
Cost: 125,000 Gold, 4 Weeks
Under the presumption that both "Revolution on the Run" and "Armor-Piercing Revolution" are approved over in the capstone thread.
With that, Nira now has achieved her goal of all classname weapon abilities.
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- Site Admin
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Re: Ability Shop
Aeromage- Cael:
Gains-
Archsmith of Metal-
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Other: Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Coat Armor- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Defenses that Utilize Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Improved Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Mass Coat- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Metal Coat- (Active Ability, Other: Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Bard-
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Blazing Sultan-
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Elementalist-
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Friendship-
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Lord of Trees-
Apprentice Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Apprentice Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +500 Defense against Wood
Apprentice Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 5% Wood Resistance
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Basic Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +50 Defense against Wood
Basic Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Basic Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 1% Wood Resistance
Improved Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +5,000 Defense against Wood
Improved Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Improved Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 10% Wood Resistance
Lord of Trees- (Passive Ability, Other: Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mentalist- (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
Mountain King-
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Ocean Prince-
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Transmuter-
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void 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 Void
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Has Consumed 5 Essence Sphere: Archsmith of Metal
Has Consumed 5 Improved Essence Sphere: Archsmith of Metal
Has Consumed 5 Essence Sphere: Lord of Trees
Has Consumed 5 Improved Essence Sphere: Lord of Trees
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Used 5 Attunment Book: Mentalist
Loses
30 Purity
130 Essence Sphere: Botanist
754,415,000 Gold (Volatilis pays)
Gains-
Archsmith of Metal-
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Other: Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Coat Armor- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Defenses that Utilize Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Improved Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Mass Coat- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Metal Coat- (Active Ability, Other: Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Bard-
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Blazing Sultan-
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Elementalist-
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Friendship-
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Lord of Trees-
Apprentice Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Apprentice Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +500 Defense against Wood
Apprentice Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 5% Wood Resistance
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Basic Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +50 Defense against Wood
Basic Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Basic Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 1% Wood Resistance
Improved Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +5,000 Defense against Wood
Improved Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Improved Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 10% Wood Resistance
Lord of Trees- (Passive Ability, Other: Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mentalist- (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
Mountain King-
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Ocean Prince-
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Transmuter-
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void 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 Void
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Has Consumed 5 Essence Sphere: Archsmith of Metal
Has Consumed 5 Improved Essence Sphere: Archsmith of Metal
Has Consumed 5 Essence Sphere: Lord of Trees
Has Consumed 5 Improved Essence Sphere: Lord of Trees
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Used 5 Attunment Book: Mentalist
Loses
30 Purity
130 Essence Sphere: Botanist
754,415,000 Gold (Volatilis pays)
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Re: Ability Shop
Aeromage- Caelum:
Gains
Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Card-
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Impairing Deal- (Technique Ability, Card Mystic) Possessor may use 'Impairing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Impaired.
Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.
Dancer-
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Genesis Architect-
Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life 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 Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Vivfiying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone
Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Musician-
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
Scholar-
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Seer-
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Slayer-
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
Other: Spatial Mage-
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Other: Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Temporal Primarch-
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
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
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
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
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
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Veilwalker-
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Wanderer-
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
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
Wizard-
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
7 Bonus Weeks (From Tsayikk/Downtime)
3 Spatial Mage Bonus Weeks
4 Seer Bonus Weeks
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Genesis Architect
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Loses
300 Essence Sphere: Botanist
329,025,000 Gold
Gains
Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Card-
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Impairing Deal- (Technique Ability, Card Mystic) Possessor may use 'Impairing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Impaired.
Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.
Dancer-
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Genesis Architect-
Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life 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 Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Vivfiying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone
Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Musician-
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
Scholar-
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Seer-
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Slayer-
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
Other: Spatial Mage-
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Other: Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Temporal Primarch-
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
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
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
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
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
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Veilwalker-
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Wanderer-
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
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
Wizard-
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
7 Bonus Weeks (From Tsayikk/Downtime)
3 Spatial Mage Bonus Weeks
4 Seer Bonus Weeks
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Genesis Architect
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Loses
300 Essence Sphere: Botanist
329,025,000 Gold
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Doctor Miracles
Gains
302 Bonus Weeks (Freezer Opening+Tsayikk/Downtime offer)
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Greater Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Viscous Lord
Has Consumed 5 Improved Essence Sphere: Viscous Lord
Has Consumed 5 Greater Essence Sphere: Viscous Lord
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Biomancer-
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjuror) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Offensive Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Offensive Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 500 points
Druglord-
Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
Enchanter-
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Pattern Admixturist-
Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points
Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution 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 Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural st
Meditative Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose, at the beginning of a thread, to become solely Evolution element
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Viscous Lord-
Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Ooze Traits- (Passive Ability, Viscous Lord) Possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. This ability only takes effect if possessor is an Ooze.
Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Loses
40,390,000 Gold
60 Essence Sphere: Botanist
Gains
302 Bonus Weeks (Freezer Opening+Tsayikk/Downtime offer)
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjuror
Has Consumed 5 Greater Essence Sphere: Conjuror
Has Consumed 5 Essence Sphere: Viscous Lord
Has Consumed 5 Improved Essence Sphere: Viscous Lord
Has Consumed 5 Greater Essence Sphere: Viscous Lord
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Biomancer-
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjuror) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Offensive Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Offensive Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 500 points
Druglord-
Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)
Enchanter-
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Pattern Admixturist-
Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points
Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution 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 Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural st
Meditative Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose, at the beginning of a thread, to become solely Evolution element
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned
Viscous Lord-
Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Ooze Traits- (Passive Ability, Viscous Lord) Possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. This ability only takes effect if possessor is an Ooze.
Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Loses
40,390,000 Gold
60 Essence Sphere: Botanist
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- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Rosaline
Gains
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Used 5 Attunement Book: Mentalist
Has Used 5 Attunement Book: Thief
Has Used 5 Attunement Book: Channeler
Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Controller-
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Enchanter-
Ammo Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Ammo cost 200 XP less when applying said enhancements to Ammo
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mentalist- (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
Relic Keeper-
Absorb Treasure- (Passive Ability, Other: Relic Keeper) Possessor Absorbs Treasure against sources below Level 20 if Level 20 or greater
Adept Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Amounts of Treasure element Damage possessor deals are increased by 10,000 points, Treasure 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 Treasure element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 5% Treasure Resistance
Apprentice Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 500 points
Basic Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 1% Treasure Resistance
Detect Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1% To Hit against Treasure element targets
Elemental Attack-Conversion: Treasure- (Technique Ability, Other: Relic Keeper) Possessor may use 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Treasure Element and no other technique is used. Said action becomes solely the element Treasure.
Greater Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +5,000 Defense against Treasure
Improved Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 10% Treasure Resistance
Improved Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 5,000 points
Item Hijack- (Active Ability, Other: Relic Keeper) If possessor is Treasure element, possessor may spend an action to give an opponent of equal or lower Level that is below Level 80 a non-stacking debuff that causes one item (excluding the Aspects of Artifacts) chosen by possessor to count as having no text save its name, type, subtype, element, and value, while equipped by said individual
Multi-Item Hijack- (Passive Ability, Other: Relic Keeper) The debuff produced by possessor's 'Item Hijack' ability stacks 3 times
Nonsynchrnous Elemental Attack-Conversion: Treasure- (Passive Ability, Other: Relic Keeper) Possessor may use the Technique 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Treasure Element.
Reflect Treasure- (Passive Ability, Other: Relic Keeper) Possessor Reflects Treasure against sources below Level 20 if Level 20 or greater
Soul-Sculpted to Wield the Perfected Blade- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Melee Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Bow- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Ranged Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Rod- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Magical Attack bonus cap becomes two times the relevant stat
Treasure Immunity- (Passive Ability, Other: Relic Keeper) Possessor gains Treasure Immunity against sources below Level 20 if Level 20 or greater
Uplifted By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Treasure
Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Focused Thief Arts Casting- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Thief Arts
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Loses
Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
518,960,000 Gold
30 Essence Sphere: Botanist
90 Purity
ERROR: Processing this post brought Rosaline's Purity stash to Negative 4. Please correct this as soon as possible.
Gains
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Used 5 Attunement Book: Mentalist
Has Used 5 Attunement Book: Thief
Has Used 5 Attunement Book: Channeler
Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Controller-
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Enchanter-
Ammo Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Ammo cost 200 XP less when applying said enhancements to Ammo
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mentalist- (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
Relic Keeper-
Absorb Treasure- (Passive Ability, Other: Relic Keeper) Possessor Absorbs Treasure against sources below Level 20 if Level 20 or greater
Adept Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Amounts of Treasure element Damage possessor deals are increased by 10,000 points, Treasure 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 Treasure element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 5% Treasure Resistance
Apprentice Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 500 points
Basic Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 1% Treasure Resistance
Detect Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1% To Hit against Treasure element targets
Elemental Attack-Conversion: Treasure- (Technique Ability, Other: Relic Keeper) Possessor may use 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Treasure Element and no other technique is used. Said action becomes solely the element Treasure.
Greater Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +5,000 Defense against Treasure
Improved Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 10% Treasure Resistance
Improved Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 5,000 points
Item Hijack- (Active Ability, Other: Relic Keeper) If possessor is Treasure element, possessor may spend an action to give an opponent of equal or lower Level that is below Level 80 a non-stacking debuff that causes one item (excluding the Aspects of Artifacts) chosen by possessor to count as having no text save its name, type, subtype, element, and value, while equipped by said individual
Multi-Item Hijack- (Passive Ability, Other: Relic Keeper) The debuff produced by possessor's 'Item Hijack' ability stacks 3 times
Nonsynchrnous Elemental Attack-Conversion: Treasure- (Passive Ability, Other: Relic Keeper) Possessor may use the Technique 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Treasure Element.
Reflect Treasure- (Passive Ability, Other: Relic Keeper) Possessor Reflects Treasure against sources below Level 20 if Level 20 or greater
Soul-Sculpted to Wield the Perfected Blade- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Melee Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Bow- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Ranged Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Rod- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Magical Attack bonus cap becomes two times the relevant stat
Treasure Immunity- (Passive Ability, Other: Relic Keeper) Possessor gains Treasure Immunity against sources below Level 20 if Level 20 or greater
Uplifted By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Treasure
Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Focused Thief Arts Casting- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Thief Arts
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Loses
Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
518,960,000 Gold
30 Essence Sphere: Botanist
90 Purity
ERROR: Processing this post brought Rosaline's Purity stash to Negative 4. Please correct this as soon as possible.
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- Site Admin
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Re: Ability Shop
Tolva
Gains
1 Umbramancer Bonus Week
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Used 5 Attunement Book: Umbramancer
Auramancer-
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
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
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Hungering Aura- (Passive Ability, Auramancer) At the start of each round, possessor may deal up to 2,000 Flat Darkness element HP Drain to up to 15 targets if possessor has an Aura equipped
Lurid 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 Poison on its source at the end of said action
Malicious Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
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
Numbing 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 Paralyzed on its source at the end of said action
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
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
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
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
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
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
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
Radiating Somnolent 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 Fatigued on up to 15 targets
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
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
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
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
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
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
Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Monk-
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Scholar-
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Shadow Duke-
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Transmuter-
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Umbramancer-
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Unbowed Berserker-
Absorb Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Absorbs Fury against sources below Level 20 if Level 20 or greater
Adept Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Amounts of Fury element Damage possessor deals are increased by 10,000 points, Fury 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 Fury element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense against Fury
Apprentice Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Fury Resistance
Apprentice Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury
Basic Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 500 points
Basic Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 1% Fury Resistance
Basic Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats while in a Zone of Fury
Call Forth the Living Fury- (Active Ability, Other: Unbowed Berserker) Possessor may spend an action to summon 5 Elementals that are Fury element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor has a 20% chance of being able to cancel the actions of Fury element individuals below Level 20, with things that would occur before and after said actions still occurring
Emanate Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element Damage to up to 10 targets
Empowered By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury 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 Fury
Fury Immunity- (Passive Ability, Other: Unbowed Berserker) Possessor gains Fury Immunity against sources below Level 20 if Level 20 or greater
Greater Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5,000 Defense against Fury
Improved Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +2,000 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Improved Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 10% Fury Resistance
Improved Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1,000 to all stats while in a Zone of Fury
Improved Zonal Fury Empowerment- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fury
Nourished By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fury
Nourish Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor deals HP or MP healing to an Fury element individual, possessor deals 300 additional points
Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Burning: Consumed by Rage Resistance
Predict the Flow of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5% Dodge against Fury element individuals
Reflect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Reflects Fury against sources below Level 20 if Level 20 or greater
Soothing Fury Emanation- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element HP Healing to up to 10 targets that are Fury element
SOUND-OVERWHELMING ENDLESS FURY YELL- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor and possessor's allies obtain +50,000 Defense against Sonic as a non-stacking effect and possessor's opponents have a 30% chance of being afflicted with Impaired: Deaf at the start of each round
Zonal Fury Control- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of each round, choose one Zone of Fury that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Wizard-
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Loses
14 Necromancer Bonus Weeks
184,290,000 Gold (paid by Volatilis), 15 Essence Sphere: Botanist (from Volatilis), 30 Purity (from Rosaline)
Gains
1 Umbramancer Bonus Week
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Used 5 Attunement Book: Umbramancer
Auramancer-
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
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
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Hungering Aura- (Passive Ability, Auramancer) At the start of each round, possessor may deal up to 2,000 Flat Darkness element HP Drain to up to 15 targets if possessor has an Aura equipped
Lurid 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 Poison on its source at the end of said action
Malicious Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
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
Numbing 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 Paralyzed on its source at the end of said action
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
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
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
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
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
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
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
Radiating Somnolent 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 Fatigued on up to 15 targets
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
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
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
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
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
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
Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Monk-
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Scholar-
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Shadow Duke-
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Transmuter-
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Umbramancer-
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Unbowed Berserker-
Absorb Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Absorbs Fury against sources below Level 20 if Level 20 or greater
Adept Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Amounts of Fury element Damage possessor deals are increased by 10,000 points, Fury 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 Fury element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense against Fury
Apprentice Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Fury Resistance
Apprentice Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury
Basic Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 500 points
Basic Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 1% Fury Resistance
Basic Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats while in a Zone of Fury
Call Forth the Living Fury- (Active Ability, Other: Unbowed Berserker) Possessor may spend an action to summon 5 Elementals that are Fury element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor has a 20% chance of being able to cancel the actions of Fury element individuals below Level 20, with things that would occur before and after said actions still occurring
Emanate Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element Damage to up to 10 targets
Empowered By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury 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 Fury
Fury Immunity- (Passive Ability, Other: Unbowed Berserker) Possessor gains Fury Immunity against sources below Level 20 if Level 20 or greater
Greater Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5,000 Defense against Fury
Improved Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +2,000 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Improved Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 10% Fury Resistance
Improved Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1,000 to all stats while in a Zone of Fury
Improved Zonal Fury Empowerment- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fury
Nourished By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fury
Nourish Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor deals HP or MP healing to an Fury element individual, possessor deals 300 additional points
Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Burning: Consumed by Rage Resistance
Predict the Flow of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5% Dodge against Fury element individuals
Reflect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Reflects Fury against sources below Level 20 if Level 20 or greater
Soothing Fury Emanation- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element HP Healing to up to 10 targets that are Fury element
SOUND-OVERWHELMING ENDLESS FURY YELL- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor and possessor's allies obtain +50,000 Defense against Sonic as a non-stacking effect and possessor's opponents have a 30% chance of being afflicted with Impaired: Deaf at the start of each round
Zonal Fury Control- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of each round, choose one Zone of Fury that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Wizard-
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Loses
14 Necromancer Bonus Weeks
184,290,000 Gold (paid by Volatilis), 15 Essence Sphere: Botanist (from Volatilis), 30 Purity (from Rosaline)
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- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Volatilis-
Main Skillset-
Gains
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Skillset #6, War Mage-
Gains-
Champion of the Upper Realms-
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Justicar-
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Defensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +250 Defense
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Lawbringer-
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Fist of Civilization- (Active Ability, Lawbringer) Possessor may use Fist of Civilization in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +60 Melee Attack for this attack; this bonus increases to +2,500 Melee Attack if possessor is allied with a Large Structure. This attack gains an additional +250 Melee Attack against Humanoids
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Lightbearer-
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Defensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +250 Defense
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Puppet Master-
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Loses-
5,925,000 Gold
Main Skillset-
Gains
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Skillset #6, War Mage-
Gains-
Champion of the Upper Realms-
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Justicar-
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Defensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +250 Defense
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Lawbringer-
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Fist of Civilization- (Active Ability, Lawbringer) Possessor may use Fist of Civilization in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +60 Melee Attack for this attack; this bonus increases to +2,500 Melee Attack if possessor is allied with a Large Structure. This attack gains an additional +250 Melee Attack against Humanoids
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Lightbearer-
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Defensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +250 Defense
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Puppet Master-
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Loses-
5,925,000 Gold
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Orkanith
Gains
Channeler-
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Kensei-
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Priest-
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Radiant Templar-
Templar's Conviction- (Passive Ability, Other: Radiant Templar) Possessor gains 100% Charm Resistance, +50 SPI, and +50 Defense against MIN Damage
Templar's Conditioning- (Passive Ability, Other: Radiant Templar) Possessor may use Defense Against SPI Damage instead of Defense against MIN Damage and may use Defense against MIN Damage instead of Defense against SPI Damage
Radiant Magic Casting I- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 20 less MP to cast
Radiant Magic Casting II- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 200 less MP to cast
Has Studied the Radiant Scripture- (Passive Ability, Other: Radiant Templar) Possessor gains +20 MIN and +20 SPI, Individuals who possess the ability 'Templar's Conviction' may choose to count as possessing this ability for prerequisite purposes regardless of whether they actually possess it
Scholar-
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Swordsman-
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Loses
22,785,000 Gold
Gains
Channeler-
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Kensei-
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Priest-
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Radiant Templar-
Templar's Conviction- (Passive Ability, Other: Radiant Templar) Possessor gains 100% Charm Resistance, +50 SPI, and +50 Defense against MIN Damage
Templar's Conditioning- (Passive Ability, Other: Radiant Templar) Possessor may use Defense Against SPI Damage instead of Defense against MIN Damage and may use Defense against MIN Damage instead of Defense against SPI Damage
Radiant Magic Casting I- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 20 less MP to cast
Radiant Magic Casting II- (Passive Ability, Other: Radiant Templar) Radiant Magic spells cost possessor 200 less MP to cast
Has Studied the Radiant Scripture- (Passive Ability, Other: Radiant Templar) Possessor gains +20 MIN and +20 SPI, Individuals who possess the ability 'Templar's Conviction' may choose to count as possessing this ability for prerequisite purposes regardless of whether they actually possess it
Scholar-
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Swordsman-
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Loses
22,785,000 Gold
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Rukathal
Rukathal Manifests:
Phantom Martial Artist
Level 7
Spirit, Physical
Age-Old Techniques- (Passive Ability, Binder) Individuals with at least 5 abilities from the Monk and Martial Aritst categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor, Constant Effect
Cost: 7,000,000 Gold, 2 Weeks
Sensei Fist- (Active Ability, Binder) 1,370 Damage, 40% inflicts Stun, Physical, 0 MP
Cost: 7,000,000 Gold, 2 Weeks
Ki Fireball- (Active Ability, Binder) 1,400 Damage, Magic, 0 MP
Cost: 7,000,000 Gold, 2 Weeks
Hundred Pressure Points- (Active Ability, Binder) 760 Damage, 300% Inflicts Pain and Stun, Physical, 3,000 MP
Cost: 7,000,000 Gold, 2 Weeks
Swaying Kangaroo Kicks with Force- (Active Ability, Binder) 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, Physical, 4,000 MP
Cost: 7,000,000 Gold, 2 Weeks
Dancing Dragon Brings the Thunder- (Active Ability, Binder) 720 Damage, 150% Inflicts Electrocuted and Confusion, Electrical, 3,100 MP
Cost: 7,000,000 Gold, 2 Weeks
Pain Comes In the Form of Ten Burning Slaps- (Active Ability, Binder) 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, Fire, 6,700 MP
Cost: 7,000,000 Gold, 2 Weeks
Winding Serpent Strikes Its Prey- (Active Ability, Binder) 820 Damage, 100% Inflicts Poison and Stat Drain, Physical, 3,400 MP
Cost: 7,000,000 Gold, 2 Weeks
Hunting Hawk Comes From Above- (Active Ability, Binder) 1,010 Damage, Deals full damage to back row, Air & Physical, 2,800 MP
Cost: 7,000,000 Gold, 2 Weeks
Eye of Avandos-
Level 4
Spirit, Psychic
Insubstantial and Swift- (Passive Ability, Binder) +75% Dodge, Constant Effect
Cost: 4,000,000 Gold, 2 Weeks
Call Allies- (Active Ability, Binder) Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Cost: 4,000,000 Gold, 2 Weeks
Peer- (Active Ability, Binder) Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Cost: 4,000,000 Gold, 2 Weeks
Evil Eye- (Active Ability, Binder) 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
Cost: 4,000,000 Gold, 2 Weeks
(Finished on November 9th, 2019)
Gains
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
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
Binder-
Age-Old Techniques- (Passive Ability, Binder) Individuals with at least 5 abilities from the Monk and Martial Aritst categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor, Constant Effect
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Call Allies- (Active Ability, Binder) Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Dancing Dragon Brings the Thunder- (Active Ability, Binder) 720 Damage, 150% Inflicts Electrocuted and Confusion, Electrical, 3,100 MP
Evil Eye- (Active Ability, Binder) 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
Hundred Pressure Points- (Active Ability, Binder) 760 Damage, 300% Inflicts Pain and Stun, Physical, 3,000 MP
Hunting Hawk Comes From Above- (Active Ability, Binder) 1,010 Damage, Deals full damage to back row, Air & Physical, 2,800 MP
Insubstantial and Swift- (Passive Ability, Binder) +75% Dodge, Constant Effect
Ki Fireball- (Active Ability, Binder) 1,400 Damage, Magic, 0 MP
Pain Comes In the Form of Ten Burning Slaps- (Active Ability, Binder) 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, Fire, 6,700 MP
Peer- (Active Ability, Binder) Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Sensei Fist- (Active Ability, Binder) 1,370 Damage, 40% inflicts Stun, Physical, 0 MP
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Swaying Kangaroo Kicks with Force- (Active Ability, Binder) 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, Physical, 4,000 MP
Winding Serpent Strikes Its Prey- (Active Ability, Binder) 820 Damage, 100% Inflicts Poison and Stat Drain, Physical, 3,400 MP
Enslaver-
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
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Loses
Pathaky (Nole?) Loses 50 Essence Sphere: Botanist
90,150,000 Gold (I billed it to Orkanith)
Rukathal Manifests:
Phantom Martial Artist
Level 7
Spirit, Physical
Age-Old Techniques- (Passive Ability, Binder) Individuals with at least 5 abilities from the Monk and Martial Aritst categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor, Constant Effect
Cost: 7,000,000 Gold, 2 Weeks
Sensei Fist- (Active Ability, Binder) 1,370 Damage, 40% inflicts Stun, Physical, 0 MP
Cost: 7,000,000 Gold, 2 Weeks
Ki Fireball- (Active Ability, Binder) 1,400 Damage, Magic, 0 MP
Cost: 7,000,000 Gold, 2 Weeks
Hundred Pressure Points- (Active Ability, Binder) 760 Damage, 300% Inflicts Pain and Stun, Physical, 3,000 MP
Cost: 7,000,000 Gold, 2 Weeks
Swaying Kangaroo Kicks with Force- (Active Ability, Binder) 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, Physical, 4,000 MP
Cost: 7,000,000 Gold, 2 Weeks
Dancing Dragon Brings the Thunder- (Active Ability, Binder) 720 Damage, 150% Inflicts Electrocuted and Confusion, Electrical, 3,100 MP
Cost: 7,000,000 Gold, 2 Weeks
Pain Comes In the Form of Ten Burning Slaps- (Active Ability, Binder) 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, Fire, 6,700 MP
Cost: 7,000,000 Gold, 2 Weeks
Winding Serpent Strikes Its Prey- (Active Ability, Binder) 820 Damage, 100% Inflicts Poison and Stat Drain, Physical, 3,400 MP
Cost: 7,000,000 Gold, 2 Weeks
Hunting Hawk Comes From Above- (Active Ability, Binder) 1,010 Damage, Deals full damage to back row, Air & Physical, 2,800 MP
Cost: 7,000,000 Gold, 2 Weeks
Eye of Avandos-
Level 4
Spirit, Psychic
Insubstantial and Swift- (Passive Ability, Binder) +75% Dodge, Constant Effect
Cost: 4,000,000 Gold, 2 Weeks
Call Allies- (Active Ability, Binder) Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Cost: 4,000,000 Gold, 2 Weeks
Peer- (Active Ability, Binder) Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Cost: 4,000,000 Gold, 2 Weeks
Evil Eye- (Active Ability, Binder) 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
Cost: 4,000,000 Gold, 2 Weeks
(Finished on November 9th, 2019)
Gains
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
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
Binder-
Age-Old Techniques- (Passive Ability, Binder) Individuals with at least 5 abilities from the Monk and Martial Aritst categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor, Constant Effect
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Call Allies- (Active Ability, Binder) Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Dancing Dragon Brings the Thunder- (Active Ability, Binder) 720 Damage, 150% Inflicts Electrocuted and Confusion, Electrical, 3,100 MP
Evil Eye- (Active Ability, Binder) 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
Hundred Pressure Points- (Active Ability, Binder) 760 Damage, 300% Inflicts Pain and Stun, Physical, 3,000 MP
Hunting Hawk Comes From Above- (Active Ability, Binder) 1,010 Damage, Deals full damage to back row, Air & Physical, 2,800 MP
Insubstantial and Swift- (Passive Ability, Binder) +75% Dodge, Constant Effect
Ki Fireball- (Active Ability, Binder) 1,400 Damage, Magic, 0 MP
Pain Comes In the Form of Ten Burning Slaps- (Active Ability, Binder) 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, Fire, 6,700 MP
Peer- (Active Ability, Binder) Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Sensei Fist- (Active Ability, Binder) 1,370 Damage, 40% inflicts Stun, Physical, 0 MP
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Swaying Kangaroo Kicks with Force- (Active Ability, Binder) 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, Physical, 4,000 MP
Winding Serpent Strikes Its Prey- (Active Ability, Binder) 820 Damage, 100% Inflicts Poison and Stat Drain, Physical, 3,400 MP
Enslaver-
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
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Loses
Pathaky (Nole?) Loses 50 Essence Sphere: Botanist
90,150,000 Gold (I billed it to Orkanith)
-
- Site Admin
- Posts: 77
- Joined: Thu May 21, 2020 3:34 pm
Re: Ability Shop
Anathema-
Gains
10 Bonus Weeks (Tsayikk/Downtime)
Blazing Sultan-
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Kensei-
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Monk-
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Swordsman-
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane 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 +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying 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 +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane 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 +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying 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 +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane 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 +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying 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 +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane 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 +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying 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 +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black 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 +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane 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 +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting 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 +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying 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 +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane 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 +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting 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 +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying 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 +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane 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 +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting 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 +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying 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 +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane 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 +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting 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 +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying 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 +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane 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 +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting 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 +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying 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 +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane 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 +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting 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 +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying 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 +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane 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 +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting 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 +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying 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 +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Explosive 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 +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane 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 +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting 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 +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying 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 +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous 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 +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame 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 +100 Melee Attack and becomes solely Fire element.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing 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 +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking 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 +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane 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 +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting 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 +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying 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 +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great 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 +100 Melee Attack and becomes solely Glory element.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane 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 +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting 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 +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying 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 +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying 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 +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane 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 +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying 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 +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition 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 +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane 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 +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying 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 +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane 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 +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting 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 +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying 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 +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane 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 +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting 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 +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying 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 +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane 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 +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting 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 +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying 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 +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane 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 +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting 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 +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying 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 +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane 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 +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying 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 +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane 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 +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting 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 +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying 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 +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane 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 +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying 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 +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane 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 +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting 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 +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying 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 +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow 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 +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane 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 +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting 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 +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying 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 +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane 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 +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting 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 +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying 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 +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane 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 +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting 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 +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying 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 +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant 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 +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane 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 +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting 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 +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying 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 +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane 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 +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting 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 +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying 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 +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Void Slash- (Technique Ability, Swordsman) Possessor may use 'Void 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 Darkness element, and gains '50% inflicts Voidstruck'.
Loses
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
117,485,000 Gold (Billed to El)
Gains
10 Bonus Weeks (Tsayikk/Downtime)
Blazing Sultan-
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Kensei-
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' 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 adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or '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 provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Monk-
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Swordsman-
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane 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 +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying 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 +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane 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 +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying 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 +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane 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 +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying 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 +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane 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 +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying 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 +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black 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 +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright 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 +100 Melee Attack and becomes solely Light element.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane 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 +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting 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 +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying 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 +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane 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 +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting 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 +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying 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 +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane 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 +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting 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 +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying 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 +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane 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 +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting 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 +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying 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 +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane 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 +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting 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 +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying 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 +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane 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 +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting 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 +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying 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 +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane 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 +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting 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 +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying 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 +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Explosive 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 +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane 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 +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting 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 +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying 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 +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous 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 +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame 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 +100 Melee Attack and becomes solely Fire element.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing 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 +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking 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 +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane 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 +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting 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 +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying 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 +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great 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 +100 Melee Attack and becomes solely Glory element.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane 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 +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting 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 +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying 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 +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying 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 +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane 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 +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying 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 +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition 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 +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane 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 +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying 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 +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane 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 +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting 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 +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying 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 +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane 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 +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting 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 +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying 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 +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane 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 +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting 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 +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying 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 +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane 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 +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting 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 +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying 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 +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane 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 +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying 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 +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane 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 +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting 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 +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying 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 +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane 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 +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying 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 +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane 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 +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting 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 +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying 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 +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow 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 +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane 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 +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting 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 +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying 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 +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome 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 +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane 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 +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting 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 +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying 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 +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane 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 +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting 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 +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying 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 +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant 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 +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral 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 +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane 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 +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting 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 +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying 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 +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane 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 +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting 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 +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying 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 +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Void Slash- (Technique Ability, Swordsman) Possessor may use 'Void 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 Darkness element, and gains '50% inflicts Voidstruck'.
Loses
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
117,485,000 Gold (Billed to El)
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Re: Ability Shop
Celas
Gains
1 Aetheric Voyager Weeks
300 Bonus Weeks (Freezer Opening)
Aetheric Voyager-
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Apprentice Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Apprentice Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 500 points
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Improved Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 5,000 points
Destiny Weaver-
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Call Forth the Living Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to summon 5 Elementals that are Fate element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Elemental Invocation of Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Invocation of Fate' in conjunction with an 'Elemental Attack' action so long as possessor is Fate element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element Damage to up to 10 targets
Fate Battle-Aura- (Stance Ability, Other: Destiny Weaver) Possessor deals 10,000 Flat Fate element Damage to each opponent at the start of each round
Fate Body Form- (Stance Ability, Other: Destiny Weaver) Possessor gains +200 Defense against Fate, Possessor gains 15% Fate Resistance, Possessor may deal 5,000 Flat Fate element Damage to any individual who conducts an offensive action that targets possessor
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Fate Elemental Emanation- (Passive Ability, Other: Destiny Weaver) Possessor's 'Call Forth the Living Fate' ability may summon entities up to Level 20
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Improved Zonal Fate Empowerment- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fate
Infinite Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains the element Fate while in Destiny Weaver stances
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Destined Impulse- (Technique Ability, Controller) Possessor may use 'Destined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Nourish Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor deals HP or MP healing to an Fate element individual, possessor deals 300 additional points
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5% Dodge against Fate element individuals
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Prosperous Venting of Excess Fate- (Passive Ability, Other: Destiny Weaver) If possessor is Fate element and performs an 'Elemental Attack' action that is solely Fate element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Fate Elemental Spawn- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of any round, unsummon one of possessor's Fate element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Relentless Tempest of Fate- (Passive Ability, Other: Destiny Weaver) If possessor's last action was solely Fate element either due to this ability or the technique 'Elemental Attack-Conversion: Fate', possessor may make any of possessor's offensive actions solely Fate element.
Soothing Fate Emanation- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element HP Healing to up to 10 targets that are Fate element
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Understanding of the Bonds of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fate element individual
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Ebon Chancellor-
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Geomancer-
Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Shadow Duke-
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Aetheric Voyager
Has Consumed 5 Improved Essence Sphere: Aetheric Voyager
Has Consumed 5 Greater Essence Sphere: Aetheric Voyager
Loses
85 Essence Sphere: Botanist
185,280,000 Gold
Gains
1 Aetheric Voyager Weeks
300 Bonus Weeks (Freezer Opening)
Aetheric Voyager-
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Apprentice Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Apprentice Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 500 points
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense if possessor has any Aether-element items equipped that provide a Defense bonus
Improved Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 5,000 points
Destiny Weaver-
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Call Forth the Living Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to summon 5 Elementals that are Fate element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Elemental Invocation of Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Invocation of Fate' in conjunction with an 'Elemental Attack' action so long as possessor is Fate element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element Damage to up to 10 targets
Fate Battle-Aura- (Stance Ability, Other: Destiny Weaver) Possessor deals 10,000 Flat Fate element Damage to each opponent at the start of each round
Fate Body Form- (Stance Ability, Other: Destiny Weaver) Possessor gains +200 Defense against Fate, Possessor gains 15% Fate Resistance, Possessor may deal 5,000 Flat Fate element Damage to any individual who conducts an offensive action that targets possessor
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Fate Elemental Emanation- (Passive Ability, Other: Destiny Weaver) Possessor's 'Call Forth the Living Fate' ability may summon entities up to Level 20
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Improved Zonal Fate Empowerment- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fate
Infinite Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains the element Fate while in Destiny Weaver stances
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Destined Impulse- (Technique Ability, Controller) Possessor may use 'Destined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +2,500 Melee Attack, +2,500 Magical Attack, and +2,500 Ranged Attack, becomes solely Fate element, and gains '50% inflicts Voidstruck: Marked for Demise'.
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nonsynchronous Elemental Attack-Conversion: Fate- (Passive Ability, Other: Destiny Weaver) Possessor may use the Technique 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fate element.
Nourish Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor deals HP or MP healing to an Fate element individual, possessor deals 300 additional points
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5% Dodge against Fate element individuals
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Prosperous Venting of Excess Fate- (Passive Ability, Other: Destiny Weaver) If possessor is Fate element and performs an 'Elemental Attack' action that is solely Fate element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Fate Elemental Spawn- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of any round, unsummon one of possessor's Fate element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Relentless Tempest of Fate- (Passive Ability, Other: Destiny Weaver) If possessor's last action was solely Fate element either due to this ability or the technique 'Elemental Attack-Conversion: Fate', possessor may make any of possessor's offensive actions solely Fate element.
Soothing Fate Emanation- (Passive Ability, Other: Destiny Weaver) Whenever possessor absorbs Damage that is Fate element Damage, Possessor may choose to deal 10,000 Flat Fate element HP Healing to up to 10 targets that are Fate element
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Understanding of the Bonds of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Fate element individual
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Ebon Chancellor-
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Geomancer-
Focused Geomancy Casting- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Geomancy
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Shadow Duke-
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Aetheric Voyager
Has Consumed 5 Improved Essence Sphere: Aetheric Voyager
Has Consumed 5 Greater Essence Sphere: Aetheric Voyager
Loses
85 Essence Sphere: Botanist
185,280,000 Gold