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Re: Ability Shop

Posted: Mon Nov 08, 2021 2:36 am
by Draconics
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Requires: Level 60
Cost: 1,000,000,000 Gold, 2 Weeks

Draconics starts learning this on track B on May 20, 2022
Nira starts learning this on track A on October 25, 2024
RM starts learning this on track B Today
SO starts learning this on track B on December 31, 2021
Zweirugi starts learning this on track A Today

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

RM will stagger the following between his two tracks.
Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Requires: Angel-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 2 Weeks

Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Requires: Asterismic-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Requires: Asterismic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Requires: Bio-Horror-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Requires: Bio-Horror-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Requires: Celestial-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Requires: Clockwork-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Requires: Clockwork-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Cthonian-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Requires: Cthonian-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Requires: Cthonian-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Requires: Deva-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Requires: Elemental-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Explosive Harvest- (Technique Ability, Reaper) Possessor may use 'Explosive Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe 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 Harvest, Reaper, Blazing Sultan
Cost: 100,000 Gold, 1 Weeks

Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Requires: Fae-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Requires: Illuminated-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Requires: Illuminated-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Insect-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Insect-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Insect-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Insect-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Insects and gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Requires: Machine-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Machine-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Machines and gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Requires: Machine-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Requires: Magic Being-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Magic Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Magic Beings and 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 Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Monster-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Requires: Monster-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Monster-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Monster-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Monster-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Monsters and gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Requires: Monster-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Ooze-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Requires: Ooze-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Ooze-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Ooze-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Ooze-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Oozes and gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Requires: Ooze-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Requires: Robot-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Robot-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Robots and gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Requires: Robot-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Shapeshifter-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Shapeshifter-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Shapeshifter-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Shapeshifter-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Requires: Solar Being-Hunting Harvest, Reaper, Level 20
Cost: 100,000 Gold, 1 Weeks

Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Requires: Basic Scythe Training
Cost: 100,000 Gold, 1 Weeks

Solar Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Solar Beings and 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 Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Reptile-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Reptiles and gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Harvest, Adept Scythe Training, Level 40
Cost: 100,000 Gold, 1 Weeks

Expert Scythe Training- (Passive Ability, Reaper) The Melee Attack bonus granted by up to one Scythe 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 was an Scythe)
Requires: Adept Scythe Training, 100 other Reaper Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks


Zwei starts learning on Track A:
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Requires: Knowledge of Esoteric Elements
Cost: 50,000,000 Gold, 30 Weeks

Zwei starts learning on Track B:
(Sunglasses maker + Crusher to start working for badass Samurai)
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

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

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

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 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

Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Requires: No Prerequisites
Cost: 400,000 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

Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Requires: Basic Clothing Mastery
Cost: 400,000 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

Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Hammer Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Hammer Training, Basic Ice Synchronization
Cost: 300,000 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

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

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

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

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

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


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

New Time Table:
Draconics A: February 27, 2032
Draconics B: June 3, 2022
Nira A: October 25, 2024
Nira B: February 27, 2032
RM A: December 10, 2022
RM B: December 4, 2022
SO A: July 29, 2022
SO B: January 14, 2022
Zweirugi A: July 24, 2022
Zweirugi B: January 8, 2023

Re: Ability Shop

Posted: Wed Nov 24, 2021 5:50 pm
by Celas
Celas wrote: Wed May 05, 2021 7:22 pm Niki starts training in real-time

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(05.19)
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(06.02)
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(06.16)
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(06.30)
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
(07.14)
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
(07.28)

Costs 120,000 Gold (El Pays) and Finishes in July 28, 2021
Well, this finished YIKES ago, like most of my training.

Let's just cut to...

Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,000,000 Gold, 40 Weeks

2022-08-31

Bank of El handles the gold.

Re: Ability Shop

Posted: Wed Nov 24, 2021 6:06 pm
by Celas
Celas wrote: Tue Apr 20, 2021 4:14 am Demos enlists aid in comboing 15 Essence Sphere: Botanist into Spheres for each of the following classes (Elements from Vrishni, Scholar from Elyion, Spy from Enrica)
Illusionist, Lunar Trickster, Scholar, Spy, Eternal Champion, Ebon Chancellor, Mind Lord (a total of 105 Essence Sphere: Botanist)

An additional 15 Purity is used to create 5 Attunement Book: Illusionist and 120 Purity to create 5 Each Attunement Books for Lunar Trickster, Eternal Champion, Mind Lord, and Ebon Chancellor (total of 135)

He cashes these in to immediately learn:
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 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: Apprentice Illusion Magic Attunement
Cost: 125,000 Gold, 3 Weeks

False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Requires: Apprentice Illusion Magic Attunement, Convincing Liar
Cost: 300,000 Gold, 3 Weeks

False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Requires: Honeyed Words
Cost: 200,000 Gold, 2 Weeks

Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks

Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Requires: Apprentice Illusion Magic Attunement, 10 other Illusionist abilities
Cost: 125,000 Gold, 4 Weeks

Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Requires: Illusionist, Basic Self-Veiling, Convincing Liar
Cost: 18,000,000 Gold, 2 Weeks
Costing: 19,250,000 Gold and 19 of the 20 Illusionist Bonus Weeks, leaving 1 Illusionist Bonus Week

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 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

Basic Ability to Successfully Disguise Oneself as a Spirit- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Spirit and a Disguise equipped by possessor is changing possessor's subtype to Spirit
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
Requires: Apprentice Disguise Mastery, 10 other Spy abilities
Cost: 125,000 Gold, 4 Weeks
Costing 625,000 Gold and 14 of the 15 Spy Weeks, leaving 1 Spy Bonus Week.
Basic Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 Defense against Moon
Requires: Basic Moon Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Apprentice Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 Defense against Moon
Requires: Moon Defenses Against Moon
Cost: 100,000 Gold, 2 Weeks

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

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

Improved Defenses Against Moon- (Passive Ability, Lunar Trickster) Possessor gains +5,000 Defense against Moon
Requires: Apprentice Defenses Against Moon, Basic Moon Resistance
Cost: 500,000 Gold, 2 Weeks

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

Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Moon Synchronization, 10 other Lunar Trickster abilities
Cost: 125,000 Gold, 4 Weeks
Costing 2,025,000 Gold and taking 18 of the 20 Lunar Trickster Weeks, leaving 2 Lunar Trickster Bonus Weeks

Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope 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 Hope
Cost: 125,000 Gold, 2 Weeks

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

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

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

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

Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Requires: Basic Command of Hope
Cost: 40,000 Gold, 2 Weeks

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

Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Requires: Basic Hope Synchronization
Cost: 40,000 Gold, 2 Weeks
Costing 660,000 Gold and taking 19 of the 20 Eternal Champion Bonus Weeks, leaving 1 Eternal Champion Bonus Week
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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 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

Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Requires: Basic Zonal Acclimation 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 Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks

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

Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks
Costing 710,000 Gold and consuming all 20 of the Ebon Chancellor Bonus Weeks.
Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic 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 Psychic
Cost: 125,000 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 Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Requires: Basic Psychic Resistance
Cost: 200,000 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

Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Psychic
Cost: 100,000 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 Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Requires: Basic Psychic Synchronization
Cost: 40,000 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

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
Costing 730,000 Gold and consuming all 20 of the Mind Lord Bonus 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 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

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

Knows the Fundamentals of Psychology- (Passive Ability, Scholar) +15 MIN
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks
Costing 710,000 Gold and 13 of his 15 Scholar Bonus Weeks, leaving 2 Scholar Bonus Weeks

He starts training in real-time:

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

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

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

Costing 10,025,000 Gold and Finishing on June 28, 2021

Total Gold Cost for this post: 34,735,000 (Bill to El)
105 Essence Sphere: Botanist
130 Purity

Grants the Awards:
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Lunar Trickster
Has Consumed 5 Improved Essence Sphere: Lunar Trickster
Has Consumed 5 Greater Essence Sphere: Lunar Trickster
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Spy
Has Consumed 5 Improved Essence Sphere: Spy
Has Consumed 5 Greater Essence Sphere: Spy
Has Consumed 5 Attunement Book: Illusionist
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Lunar Trickster
Has Consumed 5 Attunement Book: Mind Lord
Demos's long-overdue training is done.

He starts learning:

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

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

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

Costs 375,000 Gold, finishes on 2022-02-16

Re: Ability Shop

Posted: Fri Nov 26, 2021 7:25 pm
by Kitsune106d
Hera mines
since 4/5/2021
21,000,000 gold
21 mountain king bonus week

if still allowed, otherwise, this ability will be gone.

Re: Ability Shop

Posted: Fri Nov 26, 2021 7:38 pm
by Kitsune106d
Kit will train:

Track a:

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


Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Requires: Clock Watcher
Cost: 3,000,000 Gold, 2 Weeks


Uplifted By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 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


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


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


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


for:
37,700,000 gold
16 weeks

finishing on July 20, 2021

Track B:
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


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

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

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


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

has finished for kit.

Re: Ability Shop

Posted: Sat Nov 27, 2021 6:08 pm
by Pathaky
Vrishni's a bit overdue-- he finished both trainings here here.

There's a few new Base Elements!

His Track A Begins:
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

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

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

Apprentice Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +500 to all stats while in a Zone of War
Requires: Basic Zonal Acclimation of War
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

Warmaster- (Passive Ability, Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice War Synchronization, 10 other Warmaster abilities
Cost: 125,000 Gold, 4 Weeks
Finishing on Saturday May 14, 2022 and costing 2,510,000 gold.

His Track B begins:
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

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

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

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

Apprentice Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +500 to all stats while in a Zone of Moon
Requires: Basic Zonal Acclimation of Moon
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Moon Synchronization, 10 other Lunar Trickster abilities
Cost: 125,000 Gold, 4 Weeks
Finishing on Saturday May 14, 2022 and costing 2,510,000 gold.

Re: Ability Shop

Posted: Sat Nov 27, 2021 6:40 pm
by The Nottest of Daves
Kitsune106d wrote: Fri Nov 26, 2021 7:25 pm Hera mines
since 4/5/2021
21,000,000 gold
21 mountain king bonus week

if still allowed, otherwise, this ability will be gone.
It has been much, much longer than the permissible period of 30 days (last post here). Heracles loses this ability.

This post has been ~UPDATED~

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:15 pm
by Pathaky
Ave has finished his learnings here

He begins:
Apprentice Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Commerce
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

World Merchant- (Passive Ability, Other: World Merchant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Commerce Resistance, Possessor ignores Commerce Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Commerce Synchronization, 10 other World Merchant abilities
Cost: 125,000 Gold, 4 Weeks
Finishing on: Saturday April 2, 2022, and costing 2,625,000 gold.

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:23 pm
by Pathaky
Eva's finished her training here.

She begins:
Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks

Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Requires: Tiger Style
Cost: 200,000 Gold, 2 Weeks

Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Requires: Tiger's Claws, Tiger's Aquatic Combat Prowess, Tiger's Fury, Tiger Pounce, Tiger's Rending Blow
Cost: 500,000 Gold, 2 Weeks
Finishing Saturday March 5, 2022 for 1,600,000 gold.

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:33 pm
by Pathaky
Einarr finished his stuff here.

He begins:
Irate Avian- (Passive Ability, Skykeeper) If possessor is an Aerial and is afflicted with Confusion: Berserk, possessor gains +200 Melee Attack, +200 Ranged Attack, and +100 to all stats
Requires: Skykeeper, Aerial Traits, Ravager
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

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

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

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

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: 100,000 Gold, 1 Weeks

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

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

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

Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons 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 an Axe
Requires: Ravager, 50 other Ravager Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
To finish on Saturday June 4, 2022 and cost me 11,300,000 Gold.

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:36 pm
by Pathaky
<ERROR> finishes his stuff here:

and begins:
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Requires: Knowledge of Esoteric Elements, Veilwalker, Reality Coder, Monk, Sage
Cost: 100,000,000 Gold, 60 Weeks
Finishing: Saturday January 21, 2023 and costing a cool 100,000,000 Gold

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:46 pm
by Pathaky
The Music has finished their latest stuff here

and begins:
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 Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-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 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 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

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

Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Cryokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 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

Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Pyrokinesis Powers
Cost: 60,000 Gold, 2 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

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels 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: Mentalist, Improved Psychometry Powers, Diviner
Cost: 200,000 Gold, 2 Weeks

Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Pyrokinesis Powers
Cost: 200,000 Gold, 2 Weeks
To finish on Saturday July 2, 2022 and costing me: 1,765,000 Gold

Re: Ability Shop

Posted: Sat Nov 27, 2021 7:52 pm
by Pathaky
Ori-Chan has finished her learning here,

and begins:
Basic Understanding of the Heart of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal element allies gain +10 to all stats
Requires: Basic Command of Metal
Cost: 40,000 Gold, 2 Weeks

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

Improved Command of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor's Metal 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 Metal, Basic Understanding of the Heart of Metal
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +5,000 Defense against Metal
Requires: Apprentice Defenses Against Metal, Basic Metal Resistance
Cost: 500,000 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

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

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

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

Finishing on Saturday April 2, 2022 and costing me 1,905,000 Gold.

Re: Ability Shop

Posted: Sat Dec 18, 2021 1:00 am
by Aeromage
Well, I've been remiss, as usual, in keeping things trundling along on the learning-front.

First, some collecting.
The Doctor has been accruing weeks! He gains 6 overall from his Pattern of Glory.
Volatilis has likewise been accruing weeks! Its skillsets each gain 24 Magic-Based-Class-Only Weeks.

Next, on to the learning-front (the long way around, as I've certainly been doing some Bonus Week binges).

Volatilis finished training this lot. It's currently at 79 Temporal Primarch/Time Mage abilities in total, and wants to aim for Expert Time and Time Magic. First, however, it needs to get more grounding.
It begins on:

TRACK A wrote: Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Requires: Bank Actions
Cost: 100,000,000 Gold, 2 Weeks

Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Time, Temporal Primarch
Cost: 5,000,000 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

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

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


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

Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Time Synchronization
Cost: 20,000 Gold, 2 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

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

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

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

TRACK B wrote:Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Requires: Time Immunity
Cost: 500,000 Gold, 2 Weeks

Call Forth the Living Time- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time 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 Time, Emanate Time
Cost: 300,000 Gold, 2 Weeks

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

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

Establish Temporal Abyss- (Passive Ability, Other: Temporal Primarch) When possessor creates a Zone of Time, possessor may also create a Phantom Terrain that is Temporal Abyss that has an effect that stacks 4 times on it that deals 5,000 Flat Time element AGI Damage to each non-Time-element individual present in it at the start of each round
Requires: Geomancer, Temporal Primarch, Scholar of Dimensions, Establish Temporal Portal, Meditative Assumption of Time, Manipulate Time, Improved Zonal Acclimation of Time, Time-Sinkhole-Generating Spell, Level 40
Cost: 200,000,000 Gold, 4 Weeks

Father Time's Aging Aura- (Passive Ability, Other: 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

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

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

Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Requires: Improved Weaponization of Time, Absorb Time
Cost: 60,000,000 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


Total Cost: 505,720,000 Gold
Finishing on the 20th May, 2022.


Cael has finished learning things here. He's going to aim for more Wind Duke, Expert Void, Expert Air, and eventually Adepts for Elements. For now, however, this is a placeholder, as it's getting late.


Caelum is still learning things. He'll be finished on the 31st of May, 2022.


Rosaline is also still learning things, although in her case she finishes on the 28th of December.


Tolva has also finished learning things! There will be more in this space soon, once I figure out what else I want to throw him at.


The Doctor has also also finished the learnings of himself. Given he also learned a whole bunch of other stuff via bonus weeks, I'm going to need to wade through that later and figure out what I want to aim him at next.

Re: Ability Shop

Posted: Sat Dec 25, 2021 4:56 pm
by Kitsune106d
Kit:

Track A:
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


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

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

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

cost: 265,000 gold, 8 weeks

to be finished: Saturday, February 19, 2022

Track B:

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Requires: Assault Matrix Wielding I
Cost: 60,000 Gold, 2 Weeks

Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Requires: 3 Base AGI
Cost: 30,000 Gold, 2 Weeks
cost: 130,000 gold, 8 weeks

to be finished: Saturday, February 19, 2022
total:
cost:

Re: Ability Shop

Posted: Sat Dec 25, 2021 8:56 pm
by The Nottest of Daves
The Nottest of Daves wrote: Sun May 30, 2021 1:25 am
The Nottest of Daves wrote: Sat Apr 03, 2021 8:46 pm Celestine's New Track:
~HEIR TO THE FUTURE~ [4]
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Technology Synchronization, 10 other Heir to the Future abilities
Cost: 125,000 Gold, 4 Weeks


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

TO COMPLETE IN 8 WEEKS, ON 2021-05-29
Celestine pays 250,000 Gold
That training queue is completed!

Celestine begins a new queue!
~MECHANIST~ [10]
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

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

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

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


~SCIENTIST~ [16]
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks

Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Requires: Psychologist, Doctor
Cost: 800,000 Gold, 2 Weeks

Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks

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


~THIEF~ [4]
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
TO COMPLETE IN 30 WEEKS, ON 2021-12-25
(Merry Christmas!)

Dulcinea pays 2,715,000 Gold

MERRY CHRISTMAS

Celestine finishes the above, and starts the below
Dulcinea helps out with some sphereballery to make Gunner Spheres
~GUNNER~ [23-15]
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks

Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating 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 Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

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

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

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

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week

Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Requires: Basic Gun Training
Cost: 50,000 Gold, 2 Weeks

Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks

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: 500,000 Gold, 2 Weeks

Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
Requires: Gun Accuracy Training
Cost: 300,000 Gold, 2 Weeks


~OTHER: GREASE MONKEY~ [30]
Basic Steam Synchronization- (Passive Ability, Other: Grease Monkey) Possessor gains +25 to all stats if possessor is Steam element
Requires: Knowledge of Esoteric Elements, Crafter, Gearwright, Mechanist, Gunner, Thief, Scientist
Cost: 50,000,000 Gold, 30 Weeks

TO COMPLETE IN 38 WEEKS, ON 2022-09-17

Dulcinea pays:
51,550,000 Gold
15 Essence Sphere: Botanist

Re: Ability Shop

Posted: Tue Jan 04, 2022 1:21 am
by Pathaky
January Monthly Bits!

Nole uses:

*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
Used 15 Times as of December 2018

to gain 4 more Warrior weeks. (This bumps the usages up to 18 times)

--

Roy gets 2 Ebon Chancellor weeks from:

*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

Phaedra receives 1 Resonant Historian Week

Re: Ability Shop

Posted: Sun Jan 23, 2022 5:54 am
by The Nottest of Daves
The Nottest of Daves wrote: Tue Aug 17, 2021 7:39 am snip for updates
NEW TRAINING
~ARCANE VIZIER~ [2]
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~SCHOLAR~ [2]
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

~TECHNOMANCER~ [2]
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costing her 60,000 Gold and taking 6 weeks

TO COMPLETE ON 2022-03-05


This post, only, has been updated.

Re: Ability Shop

Posted: Wed Feb 16, 2022 8:17 pm
by Celas
Celas wrote: Wed Nov 24, 2021 6:06 pm
Demos's long-overdue training is done.

He starts learning:

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

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

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

Costs 375,000 Gold, finishes on 2022-02-16
Those are done!

New Training:

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

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

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

Costs 120,000 Gold, Takes 4 Weeks, finishing on 2022-03-16.
El pays the gold.

Re: Ability Shop

Posted: Wed Mar 16, 2022 5:12 am
by The Nottest of Daves
The Nottest of Daves wrote: Sun Jan 23, 2022 5:54 am snip for updates
THE QUOTING WILL CONTINUE UNTIL [REDACTED] IMPROVES

~ENCHANTER~
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~ETERNAL CHAMPION~
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~HEAVENLY PROTECTOR~
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~RADIANT HIEROPHANT~
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

~SORCERESS~
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

~WIND DUKE~
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Costing her 120,000 Gold and completing in 12 weeks

TO COMPLETE ON 2022-06-08


This post, only, has been ~UPDATED~