Re: Ability Shop
Posted: Wed Jul 05, 2023 10:25 pm
by The Nottest of Daves
Lurky has some SPHERETHINGS to do!
~DOMINATOR~ [15 Essence Spheres, 4,825,000 Gold]
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Requires: Basic Whip Training, 3 other Dominator abilities
Cost: 125,000 Gold, 2 Weeks
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks
Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks
Prehensile Hair- (Passive Ability, Dominator) Possessor gains +400 Melee Attack
Requires: No Prerequisites
Cost: 4,000,000 Gold, 3 Weeks
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Requires: Basic Whip Training
Cost: 20,000 Gold, 2 Weeks
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
Requires: Whip Wielding I
Cost: 60,000 Gold, 2 Weeks
~MUSICIAN~ [15 Essence Spheres, 675,000 Gold]
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Requires: Basic Instrument Training
Cost: 80,000 Gold, 2 Weeks
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
~PROTECTOR~ [15 Essence Spheres, 425,000 Gold]
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Requires: Basic Light Armor Mastery, 3 other Protector abilities
Cost: 125,000 Gold, 2 Weeks
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Requires: Basic Light Armor Mastery
Cost: 60,000 Gold, 2 Weeks
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Requires: Light Armor Use I
Cost: 80,000 Gold, 2 Weeks
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Requires: Basic Light Armor Mastery
Cost: 20,000 Gold, 2 Weeks
Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Requires: Light Armor Wearer I
Cost: 60,000 Gold, 2 Weeks
Lurky pays 5,925,000 Gold
Dulcinea pays 45 Essence Spheres
Lurky gains:
Has Consumed 5 Essence Sphere: Dominator
Has Consumed 5 Improved Essence Sphere: Dominator
Has Consumed 5 Greater Essence Sphere: Dominator
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
He also logs the following abilities from his Training Post
HERE
38/38 Weeks wrote:
~CAPTAIN~ [18-1 = 17]
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Requires: Navigator, Knowledge of Basic Hyperspace Theory
Cost: 600,000 Gold, 2 Weeks
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
Requires: Captain, Hyperspace Navigation, Wanderer, Apprentice Leadership Attunement
Cost: 2,000,000 Gold, 2 Weeks
~COMMANDER~ [4]
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Requires: Apprentice Leadership Attunement, 10 other Commander abilities
Cost: 125,000 Gold, 4 Weeks
~GEOMANCER~ [2]
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks
~SCIENTIST~ [15]
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Requires: No Prerequisites
Cost: 1,000,000 Gold, 3 Weeks
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Requires: Knowledge of Basic Scientific Theory, Basic Hypertech Attunement
Cost: 400,000 Gold, 2 Weeks
Re: Ability Shop
Posted: Wed Jul 12, 2023 10:31 pm
by Aeromage
Viren decides to make some investments, too.
He pings Spheres via Volatilis' adepts and altered through Bard (Caelum), Dancer (Doctor), Thief (Tolva), Diplomat (Rosaline), Monk (Tolva), Musician (Doctor), Matrix Keeper (Tolva), Gentleman Assassin (Dulcinea), Ioun Master (Elyion), Slayer (Doctor), Merchant (Rosaline), Subspace Architect (Volatilis), Scholar (Volatilis), Smith (Rosaline) and Spatial Mage (Caelum) to gain 5 each of Basic, Improved and Greater.
He uses 60 of Rosaline's Purity and has Volatilis and Tolva make him 5 Attunement Book: Thief and 5 Attunement Book: Wizard.
He also uses one of Cael's: Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
As well as that, he uses one of Rosaline's Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident- (Permanent Consumable, Grimoire, Technology & Magic, 1 Charge, 100,000 Gold) Teaches user "Combo"
As usual, his Week-discount applies on things 5 or more other characters know.
He auto-learns:
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
From the Pamphlet
Bard
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 1 Weeks
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Requires: No Prerequisites
Cost: 200,000 Gold, 1 Weeks
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Requires: Basic Bardic Music Attunement, 3 other Bard abilities
Cost: 125,000 Gold, 1 Weeks
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 1 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, 3 Weeks
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 1 Weeks
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Requires: Sexy Wink, Sexy Voice, Sexy Dance Moves
Cost: 200,000 Gold, 1 Weeks
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 1 Weeks
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 1 Weeks
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Basic Bardic Music Attunement
Cost: 70,000 Gold, 1 Weeks
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Requires: Apprentice Bardic Music Attunement
Cost: 100,000 Gold, 2 Weeks
Dancer
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Requires: Basic Dance Attunement, 3 other Dancer abilities
Cost: 125,000 Gold, 1 Weeks
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 1 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, 3 Weeks
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Requires: Swift Dodging, Apprentice Dance Attunement
Cost: 150,000 Gold, 1 Weeks
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Requires: Basic Unarmed Technique Attunement, Good at Jumping
Cost: 100,000 Gold, 1 Weeks
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Requires: Fancy Dodging, High Jumps, Far Jumps, Level 19
Cost: 200,000 Gold, 1 Weeks
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Requires: Good at Footwork, 5 Base AGI
Cost: 100,000 Gold, 1 Weeks
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 1 Weeks
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Requires: Basic Dance Attunement
Cost: 100,000 Gold, 1 Weeks
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Requires: Basic Unarmed Technique Attunement, Good at Jumping
Cost: 100,000 Gold, 1 Weeks
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Requires: Basic Dance Attunement
Cost: 70,000 Gold, 1 Weeks
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Requires: Fast Footwork
Cost: 200,000 Gold, 1 Weeks
Diplomat
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, 1 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, 1 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, 1 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, 1 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, 3 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, 2 Weeks
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Requires: No Prerequisites
Cost: 100,000 Gold, 1 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, 1 Weeks
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 1 Weeks
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Requires: Basic Clothing Mastery
Cost: 70,000 Gold, 1 Weeks
Monk
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 1 Weeks
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Requires: Red Belt
Cost: 100,000 Gold, 1 Weeks
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Green Belt
Cost: 100,000 Gold, 1 Week
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Purple Belt
Cost: 100,000 Gold, 1 Weeks
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 1 Weeks
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 3 Weeks
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Requires: Brown Belt
Cost: 100,000 Gold, 1 Weeks
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Requires: White Belt
Cost: 40,000 Gold, 1 Week
Thief
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Requires: Basic Thief Arts Attunement, 3 other Thief abilities
Cost: 125,000 Gold, 1 Weeks
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Requires: Sticky Fingers
Cost: 80,000 Gold, 1 Weeks
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 1 Weeks
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Requires: Basic Thief Arts Attunement
Cost: 90,000 Gold, 2 Weeks
Locksmith- (Passive Ability, Thief) Possessor pierces 500 Defense while using a Thief Arts spell; Possessor treats the Resilience of Large Structures as though it were 20% lower
Requires: Thief or Architect
Cost: 800,000 Gold, 3 Weeks
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 1 Weeks
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Learned from book
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Requires: Basic Item Thievery
Cost: 100,000 Gold, 2 Weeks
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Requires: Basic Thief Arts Attunement
Cost: 60,000 Gold, 1 Weeks
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Requires: Basic Thief Arts Attunement
Cost: 70,000 Gold, 1 Weeks
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 3 Weeks
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Requires: Basic Thief Arts Attunement
Cost: 50,000 Gold, 1 Weeks
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Requires: Thief Arts Casting I
Cost: 100,000 Gold, 1 Weeks
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Requires: Basic Thief Arts Attunement, 150 Unmodified MIN
Cost: 90,000 Gold, 1 Weeks
Merchant
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Requires: Item Salesman
Cost: 50,000 Gold, 1 Weeks
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 1 Weeks
Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Requires: Apprentice Merchant Proficiency
Cost: 500,000 Gold, 3 Weeks
Knowledge of International Business- (Passive Ability, Merchant) Possessor may target allies in other battlespaces with 'Trade' actions so long as there are no opponents in the battlespaces of those allies or in possessor's battlespace
Requires: Knowledge of Business Administration, Trader
Cost: 200,000 Gold, 2 Weeks
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Requires: Apprentice Merchant Proficiency, 10 other Merchant abilities
Cost: 1,250,000 Gold, 3 Weeks
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Requires: Merchant
Cost: 300,000 Gold, 2 Weeks
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Requires: Basic Merchant Proficiency
Cost: 40,000 Gold, 1 Weeks
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 1 Weeks
Matrix Keeper
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Requires: Basic Assault Matrix Training, 3 other Matrix Keeper abilities
Cost: 125,000 Gold, 1 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, 1 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, 1 Weeks
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, 1 Weeks
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Requires: Basic Assault Matrix Training
Cost: 150,000 Gold, 2 Weeks
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Assault Matrix Training
Cost: 10,000 Gold, 1 Week
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Requires: 3 Base AGI
Cost: 30,000 Gold, 1 Weeks
Musician
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 1 Weeks
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Can Play the Accordian- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Accordian' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Can Play the Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 3 Weeks
Scholar
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, 1 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, 1 Weeks
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Requires: Basic Understanding of Mana Patterns, Basic Artifice Attunement, Basic Crafter Proficiency, Basic Smith Proficiency
Cost: 100,000 Gold, 1 Weeks
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 1 Weeks
Slayer
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
Requires: Basic Weapon Improvisation, Apprentice Darkness Synchroniation, Apprentice Zonal Acclimation of Darkness
Cost: 100,000 Gold, 1 Week
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Week
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Requires: Basic Weapon Improvisation
Cost: 100,000 Gold, 1 Weeks
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Requires: Basic Deadly Item Training, 3 other Slayer abilities
Cost: 125,000 Gold, 1 Weeks
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Requires: Apprentice Deadly Item Training, Basic Weapon Improvisation
Cost: 200,000 Gold, 1 Weeks
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Requires: Basic Deadly Item Training
Cost: 40,000 Gold, 1 Weeks
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 3 Weeks
Ioun Master
Having learned 13 Slayer abilities, Viren can count half of them (6) towards Ioun Master abilities as prerequisites.
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Requires: Basic Stone Training, 3 other Ioun Master abilities
Cost: 125,000 Gold, 1 Weeks
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Dud Detonation- (Technique Ability, Ioun Master) Possessor may use 'Dud Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Stone Training
Cost: 10,000 Gold, 1 Week
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Requires: Basic Stone Training
Cost: 70,000 Gold, 1 Weeks
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Requires: Apprentice Stone Training, 10 other Ioun Master abilities
Cost: 125,000 Gold, 4 Weeks
Stone Wielding I- (Passive Ability, Ioun Master) +5 to all stats when a Stone is equipped
Requires: Basic Stone Training
Cost: 20,000 Gold, 1 Weeks
Stone Wielding II- (Passive Ability, Ioun Master) +25 to all stats when a Stone is equipped, +50 Magical Attack when a Stone is equipped
Requires: Stone Wielding I
Cost: 60,000 Gold, 1 Weeks
Gentleman Assassin
Having learned 13 Slayer abilities, Viren can count half of them (6) towards Gentleman Assassin abilities as prerequisites.
Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Requires: Basic Bladecane Training, 3 other Gentleman Assassin abilities
Cost: 125,000 Gold, 2 Weeks
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Requires: Basic Bladecane Training
Cost: 70,000 Gold, 1 Weeks
Dud Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Dud Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains -1,000 Melee Attack and Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Bladecane Training
Cost: 10,000 Gold, 1 Week
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Requires: Apprentice Bladecane Training, 10 other Gentleman Assassin abilities
Cost: 125,000 Gold, 4 Weeks
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Requires: Basic Disguised Weaponry Training
Cost: 550,000 Gold, 2 Weeks
Prime-Bane Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Prime-Bane Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +750 Melee Attack and Magical Attack against Primes and gains +25% Critical against Primes.
Requires: Prime-Hunting Slice, Gentleman Assassin, Level 20
Cost: 300,000 Gold, 2 Weeks
Prime-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Prime-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Primes and gains +5% To Hit against Primes.
Requires: Basic Bladecane Training
Cost: 300,000 Gold, 2 Weeks
Smith
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 1 Weeks
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Requires: Gunsmith
Cost: 50,000 Gold, 1 Weeks
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: Basic Smith Proficiency, 3 other Smith abilities
Cost: 125,000 Gold, 1 Weeks
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Requires: Basic Smith Proficiency
Cost: 25,000 Gold, 1 Week
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 1 Weeks
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 1 Weeks
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Requires: Basic Smith Proficiency
Cost: 60,000 Gold, 1 Weeks
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Requires: Apprentice Smith Proficiency, 10 other Smith abilities
Cost: 125,000 Gold, 3 Weeks
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 1 Weeks
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 1 Weeks
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Requires: Basic Smith Proficiency
Cost: 50,000 Gold, 1 Weeks
Wizard
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 1 Weeks
Spatial Mage
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Requires: Basic Spatial Magic Attunement, 3 other Spatial Mage abilities
Cost: 125,000 Gold, 1 Weeks
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 1 Weeks
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Requires: Mildly Self-Displacing Casting
Cost: 400,000 Gold, 1 Weeks
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Requires: Spatial Magic Casting II, Apprentice Spatial Magic Attunement
Cost: 60,000 Gold, 1 Weeks
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Requires: Basic Spatial Magic Attunement
Cost: 200,000 Gold, 1 Weeks
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Requires: Mildly Self-Displacing Casting
Cost: 200,000 Gold, 1 Weeks
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Requires: Basic Spatial Magic Attunement
Cost: 100,000 Gold, 1 Weeks
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Requies: Apprentice Summoner Magic Attunement, Displacing Spell, Establish Dimensional Portal
Cost: 400,000 Gold, 1 Weeks
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Requires: Apprentice Spatial Magic Attunement, 10 other Spatial Mage abilities
Cost: 125,000 Gold, 3 Weeks
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Requires: Basic Spatial Magic Attunement
Cost: 50,000 Gold, 1 Weeks
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Requires: Spatial Magic Casting I
Cost: 100,000 Gold, 1 Weeks
Subspace Architect
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Requires: Basic Subspace Architect Knowledge, 3 other Subspace Architect abilities
Cost: 12,500,000 Gold, 1 Weeks
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 1 Weeks
Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Requires: Basic Appreciation of Feng Shui, Basic Subspace Architect Knowledge, Basic Spatial Magic Attunement
Cost: 40,000 Gold, 1 Weeks
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Requires: Basic Spatial Feng Shui Control, Basic Understanding of Entity Mana Patterns, Basic Understanding of Item Mana Patterns
Cost: 100,000 Gold, 1 Week
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Requires: Basic Spawn Table Design, Geomancer, Summoner, Basic Ambient Mana Rerouting
Cost: 15,000,000 Gold, 2 Weeks
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 1 Weeks
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Requires: Basic Spatial Feng Shui Control, Apprentice Subspace Architect Knowledge, Perception of Space-Folding, Basic Space-Folding Technique
Cost: 5,000,000 Gold, 1 Weeks
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Requires: Basic Understanding of Area Mana Patterns, Basic Understanding of Entity Mana Patterns, Basic Subspace Architect Knowledge
Cost: 1,000,000 Gold, 1 Weeks
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Requires: Knowledge of Space-Folding, Diviner
Cost: 1,000,000 Gold, 1 Weeks
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Requires: Apprentice Subspace Architect Knowledge, 10 other Subspace Architect abilities
Cost: 12,500,000 Gold, 3 Weeks
Boxmeister
Basic Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Box equipped
Requires: Merchant, Slayer, Subspace Architect, Magewright, Gentleman Assassin, Controller, Enslaver
Cost: 15,000,000 Gold, 5 Weeks
Cost: 5 Bonus Weeks, 210 Spheres, 30 Purity, 94,090,000 Gold, 1 Book of Covert Techniques, 1 Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident
He gains 1 Dancer Week, 5 Ioun Master Weeks, 7 Matrix Keeper Weeks, 11 Scholar Weeks, 2 Smith Weeks, 2 Spatial Mage Bonus Weeks, 2 Subspace Architect Weeks, 4 Wizard Bonus Weeks
He additionally gains:
Classical Training in Standard Combat Utilizing the Bladecane- (Passive Ability, Gentleman Assassin) Possessor may treat Bladecane as a Base Weapon subtype
Classical Training in Standard Combat Utilizing the Stone- (Passive Ability, Ioun Master) Possessor may treat Stone as a Base Weapon subtype
Peerless Understanding of the True Power of the Box- (Passive Ability, Other: Boxmeister) Possessor treats Box as a Tier 2 Weapon subtype. Other entities treat instances of Boxes wielded by possessor as a Tier 2 Weapon subtype.
Has Used 5 Attunement Book: Thief
Has Used 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Greater Essence Sphere: Gentleman Assassin
Has Consumed 5 Essence Sphere: Ioun Master
Has Consumed 5 Improved Essence Sphere: Ioun Master
Has Consumed 5 Greater Essence Sphere: Ioun Master
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
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: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief