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Re: Ability Shop

Posted: Tue Jul 04, 2023 3:13 pm
by Kitsune106d
Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated

on kit needs to be made:
♢Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated

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: Thu Jul 06, 2023 4:16 pm
by Pathaky
Vrishni's picking up a nonbase tree! Has to, to reach 79.
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

Basic Yoyo Training- (Passive Ability, Other: Trick Master) Possessor gains +6 Melee Attack if possessor has a Yoyo equipped
Requires: Basic Whip Training
Cost: 50,000 Gold, 3 Weeks

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

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

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

Impact Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impact Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Requires: Basic Yoyo Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

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

Spin Mastery- (Passive Ability, Other: Trick Master) Technique Abilities from the Other: Trick Master class whose name includes 'Spin' 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 Trick Master abilities that are Techniques whose name contains 'Spin'
Cost: 5,000,000 Gold, 5 Weeks

Apprentice Yoyo Training- (Passive Ability, Other: Trick Master) Possessor gains +50 Melee Attack if possessor has a Yoyo equipped
Requires: Basic Yoyo Training, 3 Other Trick Master abilities
Cost: 125,000 Gold, 2 Weeks

Cheery Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Cheery Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Hope element.
Requires: Basic Yoyo Training, Basic Hope Synchronization
Cost: 100,000 Gold, 1 Weeks

Bolt Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Bolt Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Yoyo Training, Basic Electricity Synchronization
Cost: 100,000 Gold, 1 Weeks

Code Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Code Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Requires: Basic Yoyo Training, Basic Technology Synchronization
Cost: 100,000 Gold, 1 Weeks

Trick Master- (Passive Ability, Other: Trick Master) Possessor gains +(10 * Possessor Level) Melee Attack if possessor has a Yoyo equipped, Possessor gains +(10 * Possessor Level) to all stats if possessor has a Yoyo equipped, Possessor may use an additional Trick Master Technique in conjunction with each action that possessor is using solely Trick Master Techniques as part of.
Requires: Apprentice Yoyo Training, 10 other Trick Master abilities
Cost: 125,000 Gold, 4 Weeks

Knowledge of Common Yoyo Tricks- (Passive Ability, Other: Trick Master) Possessor's actions may gain 1% inflicts Charm: Impressed if possessor has a Yoyo equipped
Requires: Basic Yoyo Training
Cost: 50,000 Gold, 2 Weeks

Trick Specialist- (Passive Ability, Other: Trick Master) Possessor may use up to two Trick Master techniques in conjunction with a single action, provided possessor is using no non-'Trick Master' techniques.
Requires: Apprentice Yoyo Training, Knowledge of Common Yoyo Tricks
Cost: 500,000 Gold, 3 Weeks

Enchanted Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanted Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Magic element.
Requires: Basic Yoyo Training, Basic Magic Synchronization
Cost: 100,000 Gold, 1 Weeks

Frost Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frost Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Yoyo Training, Basic Ice Synchronization
Cost: 100,000 Gold, 1 Weeks

Pulse Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Pulse Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Energy element.
Requires: Basic Yoyo Training, Basic Energy Synchronization
Cost: 100,000 Gold, 1 Weeks

Wind Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Wind Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Yoyo Training, Basic Air Synchronization
Cost: 100,000 Gold, 1 Weeks

Thought Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Thought Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Psychic element.
Requires: Basic Yoyo Training, Basic Psychic Synchronization
Cost: 100,000 Gold, 1 Weeks

Stone Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Stone Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Requires: Basic Yoyo Training, Basic Earth Synchronization
Cost: 100,000 Gold, 1 Weeks

Shadow Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Shadow Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Yoyo Training, Basic Darkness Synchronization
Cost: 100,000 Gold, 1 Weeks

Dissolution Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dissolution Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Requires: Caustic Spin, Apprentice Yoyo Training, Apprentice Acid Synchronization
Cost: 100,000 Gold, 1 Weeks

Awesome Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Awesome Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Spin, Apprentice Yoyo Training, Apprentice Light Synchronization
Cost: 100,000 Gold, 1 Weeks

Inundating Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Inundating Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Spin, Apprentice Yoyo Training, Apprentice Water Synchronization
Cost: 100,000 Gold, 1 Weeks

Current Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Current Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Spin, Apprentice Yoyo Training, Apprentice Electrical Synchronization
Cost: 100,000 Gold, 1 Weeks

Dicing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dicing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Requires: Impact Spin, Apprentice Yoyo Training, Apprentice Physical Synchronization
Cost: 100,000 Gold, 1 Weeks

Ignition Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Ignition Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Requires: Flame Spin, Apprentice Yoyo Training, Apprentice Fire Synchronization
Cost: 100,000 Gold, 1 Weeks

Zealous Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Zealous Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.
Requires: Cheery Spin, Apprentice Yoyo Training, Apprentice Hope Synchronization
Cost: 100,000 Gold, 1 Weeks

Deletion Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Deletion Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Requires: Code Spin, Apprentice Yoyo Training, Apprentice Technology Synchronization
Cost: 100,000 Gold, 1 Weeks

Enchanting Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Enchanting Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Spin, Apprentice Yoyo Training, Apprentice Magic Synchronization
Cost: 100,000 Gold, 1 Weeks

Frigid Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Frigid Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Spin, Apprentice Yoyo Training, Apprentice Ice Synchronization
Cost: 100,000 Gold, 1 Weeks

Unstable Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Unstable Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Energy element, and gains '15% inflicts Overload'.
Requires: Pulse Spin, Apprentice Yoyo Training, Apprentice Energy Synchronization
Cost: 100,000 Gold, 1 Weeks

Breathless Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Breathless Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Requires: Wind Spin, Apprentice Yoyo Training, Apprentice Air Synchronization
Cost: 100,000 Gold, 1 Weeks

Mindblowing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Mindblowing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Spin, Apprentice Yoyo Training, Apprentice Psychic Synchronization
Cost: 100,000 Gold, 1 Weeks

Rockslide Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Rockslide Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Requires: Stone Spin, Apprentice Yoyo Training, Apprentice Earth Synchronization
Cost: 100,000 Gold, 1 Weeks

Umbral Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Umbral Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Spin, Apprentice Yoyo Training, Apprentice Darkness Synchronization
Cost: 100,000 Gold, 1 Weeks

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

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

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

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

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

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

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

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

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

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

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

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

Impairing Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Impairing Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Yoyo Training
Cost: 100,000 Gold, 1 Weeks

Dizzying Spin- (Technique Ability, Other: Trick Master) Possessor may use 'Dizzying Spin' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Yoyo equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Yoyo Training
Cost: 100,000 Gold, 1 Weeks
This buy is being done with a mix of Bonus Weeks and Sphere-ball weeks. He'll use bonus weeks until he hits the milestones for sphere-ing before using them. This'll cost 80 Botanist spheres to make the right kind of weeks for him- 5 Dominator and 15 Trick Master (take 'em from Nole)

This buy is staging Vrishni for once Adept Yoyo exists. It costs a total of: 11,270,000 Gold, (paid by Ave), 53 Bonus Weeks, and 15 Trick Master Weeks.

Vrishni gains the awards (and +3 Dominator Weeks):

Has Consumed 5 Essence Sphere: Dominator
Has Consumed 5 Essence Sphere: Trick Master
Has Consumed 5 Improved Essence Sphere: Trick Master
Has Consumed 5 Greater Essence Sphere: Trick Master

Re: Ability Shop

Posted: Sat Jul 08, 2023 10:09 pm
by The Nottest of Daves
~ARCHSMITH OF METAL~ [30/30, 9,770,000 Gold]
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Requires: Basic Metal Synchronization, 3 other Archsmith of Metal abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Basic Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 Defense against Metal
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 1% Metal Resistance
Requires: Basic Metal Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Coat Armor- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Requires: Defenses that Utilize Metal
Cost: 300,000 Gold, 2 Weeks

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

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

Greater Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Metal, Archsmith of Metal
Cost: 5,000,000 Gold, 2 Weeks

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

Mass Coat- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Requires: Apprentice Synchronization of Metal
Cost: 500,000 Gold, 2 Weeks

Metal Coat- (Active Ability, Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Requires: Apprentice Transmutation Attunement, Apprentice Weaponization of Metal
Cost: 2,000,000 Gold, 2 Weeks

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


~LORD OF TREES~ [30/30, 8,670,000 Gold]
Absorb Wood- (Passive Ability, Lord of Trees) Possessor Absorbs Wood against sources below Level 20 if Level 20 or greater
Requires: Wood Immunity
Cost: 500,000 Gold, 2 Weeks

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

Apprentice Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 5% Wood Resistance
Requires: Basic Wood Resistance
Cost: 200,000 Gold, 2 Weeks

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

Basic Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +50 Defense against Wood
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Basic Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 1% Wood Resistance
Requires: Basic Wood Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Greater Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Wood, Lord of Trees
Cost: 5,000,000 Gold, 2 Weeks

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

Improved Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 10% Wood Resistance
Requires: Apprentice Wood Resistance, Basic Defenses against Wood
Cost: 500,000 Gold, 2 Weeks

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

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

Wood Immunity- (Passive Ability, Lord of Trees) Possessor gains Wood Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Wood Resistance, Lord of Trees, Level 20
Cost: 500,000 Gold, 2 Weeks


~RADIANT HIEROPHANT~ [15/15, 2,640,000 Gold]
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Requires: Light Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Requires: Basic Light Resistance
Cost: 200,000 Gold, 2 Weeks

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

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

Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Requires: Apprentice Light Resistance, Basic Defenses against Light
Cost: 500,000 Gold, 2 Weeks

Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Light Resistance, Radiant Hierophant, Level 20
Cost: 500,000 Gold, 2 Weeks

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

Dulcinea pays:
21,080,000 Gold
30 Archsmith of Metal Weeks
30 Lord of Trees Weeks
15 Radiant Hierophant Weeks


This post has been ~UPDATED~

Re: Ability Shop

Posted: Sun Jul 09, 2023 12:10 am
by Aeromage
The Doctor has finished learning Will Stuff. He's now at Adept!

He moves his sights onto other things.

With the sudden shift of Not-Beekeeper to Elemental Researcher, he decides to progress his studies in that direction!

Track A begins:
Adept Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Amounts of Formus element Damage possessor deals are increased by 10,000 points, Formus element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Formus element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elemental Researcher, 50 other Elemental Researcher Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Absorb Formus- (Passive Ability, Other: Elemental Researcher) Possessor Absorbs Formus against sources below Level 20 if Level 20 or greater
Requires: Formus Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Formus Resistance
Requires: Basic Formus Resistance
Cost: 200,000 Gold, 2 Weeks

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

Basic Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Formus
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 1% Formus Resistance
Requires: Basic Formus Synchronization
Cost: 40,000 Gold, 2 Weeks

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

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

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

Empowered By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Formus
Requires: Basic Understanding of the Heart of Formus
Requires: 200,000 Gold, 2 Weeks

Formus Immunity- (Passive Ability, Other: Elemental Researcher) Possessor gains Formus Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Formus Resistance, Other: Elemental Researcher, Level 20
Cost: 500,000 Gold, 2 Weeks

Greater Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Formus, Elemental Researcher
Cost: 5,000,000 Gold, 2 Weeks

Improved Formus Resistance- (Passive Ability, Other: Elemental Researcher) Possessor gains 10% Formus Resistance
Requires: Apprentice Formus Resistance, Basic Defenses against Formus
Cost: 500,000 Gold, 2 Weeks

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

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

Nourished By Formus- (Passive Ability, Other: Elemental Researcher) If possessor is Formus element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Formus
Requires: Basic Understanding of the Heart of Formus
Requires: 200,000 Gold, 2 Weeks

Nourish Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor deals HP or MP healing to an Formus element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Formus, Nourished by Formus
Cost: 200,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter: Elemental Deletion
Requires: Basic Formus Resistance, Basic Weaponization of Formus
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains 5% Antimatter: Elemental Deletion Resistance
Requires: Basic Formus Resistance
Cost: 40,000 Gold, 2 Weeks

Soothing Formus Emanation- (Passive Ability, Other: Elemental Researcher) Whenever possessor absorbs Damage that is Formus element Damage, Possessor may choose to deal 10,000 Flat Formus element HP Healing to up to 10 targets that are Formus element
Requires: Emanate Formus, Nourish Formus
Cost: 300,000 Gold, 1 Week

Track B begins on:
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Channeler, 50 other Channeler Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Requires: Voluntary Essence Handoff
Cost: 2,000,000 Gold, 2 Weeks

Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Requires: Apprentice Channeler Attunement, Basic Linkup Mastery, Basic Element Channeling
Cost: 5,000,000 Gold, 2 Weeks

Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Requires: Assumption of the Colors of Beasts Within, Channeler
Cost: 5,000,000 Gold, 2 Weeks

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

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

Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Requires: Basic Transfer Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Requires: Improved Transferal of Health, Improved Transferal of Mana
Cost: 100,000 Gold, 2 Weeks

Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Requires: Basic Transferal of Good Health
Cost: 200,000 Gold, 2 Weeks

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

Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Requires: Improved Transferral of Health, Improved Transferral of Mana
Cost: 200,000 Gold, 2 Weeks

Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Requires: Channeler, Basic Linkup Mastery, Basic Crafter Proficiency
Cost: 2,000,000 Gold, 2 Weeks

Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Requires: Assumption of the Shapes of Beasts Within, Basic Transfer Mastery of Stats, Basic Transferral of Good Health
Cost: 1,000,000 Gold, 2 Weeks

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

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

Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Requires: Geomancer, Channeler
Cost: 300,000 Gold, 2 Weeks

Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Requires: Voluntary Essence Handoff
Cost: 2,000,000 Gold, 2 Weeks

Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Requires: Assert Effect Ownership
Cost: 2,000,000 Gold, 2 Weeks

Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Requires: Co-Opt Hostile Essence
Cost: 2,000,000 Gold, 2 Weeks

Devour Zone- (Active Ability, Channeler) Possessor may spend an action to destroy a zone whose source is 10 Levels or lower than possessor and that is below Level 20 that does not have any effects attached to it by sources of Level 20 or greater and then regenerate ((Said zone's source's Level) *1,000) MP
Requires: Seize Zone
Cost: 2,000,000 Gold, 2 Weeks

Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Requires: Basic Supernatural Empathy, Improved Transferal of Health
Cost: 80,000 Gold, 2 Weeks

Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks

Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks

Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Requires: Basic Empathic Backlash
Cost: 60,000 Gold, 2 Weeks

Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Requires: 5 Channeler abilities whose name includes 'Empathic Resonance', Improved Supernatural Empathy
Cost: 50,000 Gold, 2 Weeks

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

Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Requires: Apprentice Channeler Attunement, Basic Chain Casting Attunement
Cost: 200,000 Gold, 2 Weeks

Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Requires: Basic Linkup Mastery, Apprentice Channeler Attunement
Cost: 150,000 Gold, 2 Weeks

Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Requires: Apprentice Channeling Attunement, Basic Magic Retention
Cost: 160,000 Gold, 2 Weeks

Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Requires: Basic Empathic Backlash, Empathic Healing Resonance
Cost: 60,000 Gold, 2 Weeks

Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks

Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Requires: Basic Transfer Mastery
Cost: 250,000 Gold, 2 Weeks

Mystic Gerymandering- (Active Ability, Channeler) Possessor may spend an action to become the source of a terrain or phantom terrain whose source is 10 Levels or lower than possessor and that is below Level 20
Requires: Voluntary Essence Handoff, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Requires: Channeler, Channeled Spell, Improved Chain Casting Attunement, Improved Linkup Mastery
Cost: 300,000 Gold, 2 Weeks

Seize Zone- (Active Ability, Channeler) Possessor may spend an action to become the source of a zone whose source is 10 Levels or lower than possessor and that is below Level 20
Requires: Voluntary Essence Handoff, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Requires: Basic Syphoning
Cost: 300,000 Gold, 2 Weeks

Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Requires: Channeler, Basic Linkup Mastery, Improved Transferal of Mana
Cost: 5,000,000 Gold, 5 Weeks
Track A takes 47 Weeks to learn, finishing on June 1, 2024.
Track B takes 85 Weeks to learn, finishing on February 22, 2025.

Total Gold Cost: 54,810,000 Gold

Re: Ability Shop

Posted: Tue Jul 11, 2023 4:31 am
by The Nottest of Daves
Dulcinea has AN EMERGENCY

She spins some Enslaver spheres off of Tolva, and appends the following to TRACK A.

~CAPTAIN~ [10 Weeks]
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks

Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks

Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks

Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks


~ENSLAVER~ [8-5 = 3 Weeks] (Counting half of Controller's 11 Abilities, Enslaver can reach Name Rank without further investment)
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Requires: Basic Soul Training, 3 other Enslaver abilities
Cost: 125,000 Gold, 2 Weeks

Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Requires: Apprentice Soul Training, 10 other Enslaver abilities
Cost: 125,000 Gold, 4 Weeks

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


~SLAYER~ [4 Weeks] (Counting Half of Gentleman Assassin's 13 Abilities, Slayer can reach Name Rank without further investment)
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Requires: Apprentice Deadly Item Training, 10 other Slayer abilities
Cost: 125,000 Gold, 4 Weeks


~OTHER: BOXMEISTER~ [5 Weeks]
Basic Box Training- (Passive Ability, Other: Boxmeister) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Box equipped
Requires: Merchant, Slayer, Subspace Architect, Magewright, Gentleman Assassin, Controller, Enslaver
Cost: 15,000,000 Gold, 5 Weeks


~OTHER: FISHERMAN~ [3 Weeks]
Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Requires: Basic Water Synchronization, Seakeeper, Captain, Basic Improvised Weapon Use
Cost: 50,000 Gold, 3 Weeks
25 Weeks appended onto Track A, delaying its completion from 2024-11-23 to 2025-05-17


Dulcinea gains
Has Consumed 5 Greater Essence Sphere: Enslaver

Dulcinea Loses
5 Essence Sphere
15,900,000 Gold

[10:39]Caelzeph: Will that also extend to queued-up buys?
[10:40]Gadigan: If stuff gets into queue before I redo the prereqs on this stuff, it's getting into queue and being left alone unless the queue gets revised / cancelled
[10:41]Gadigan: Getting the count-as-T1 / count-as-T2 does not extend to queues
[10:41]Gadigan: Those were meant for characters already invested in something whose build was being impacted
[10:41]Gadigan: Not people who theoretically wanted to expand into things but don't have the spheres/resources for it
[10:42]Gadigan: If someone has had one in queue already for a while, talk to me about it
[10:44]Caelzeph: (I mention this as Dulcinea's been aiming for Box for A While)
[15:25]Gadigan: Yeah, that's fair, if she gets it in-queue during this period, we can give her that stuff for it when she gets it
As per the above, Dulcinea will pick up:

Peerless Understanding of the True Power of the Box- (Passive Ability, Other: Boxmeister) Possessor treats Box as a Tier 2 Weapon subtype. Other entities treat instances of Boxes wielded by possessor as a Tier 2 Weapon subtype.

At the end of this revised training queue.

Re: Ability Shop

Posted: Tue Jul 11, 2023 9:51 pm
by Kitsune106d
Kit will learn:


Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Requires: Apprentice Assault Matrix Training, 10 other Matrix Keeper abilities
Cost: 125,000 Gold, 4 Weeks

Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft 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 +5% To Hit.
Requires: Apprentice Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks


Cost: 425,000 gold, 6 weeks,
To finish on
Monday Jul 24, 2023


Kit will have learned matrx keeper on 07-10-2023, so she would have the counts Assualt matrixes as base.
Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
Not Available

Re: Ability Shop

Posted: Wed Jul 12, 2023 3:52 am
by Celas
Anathema has 3 Enslaver bonus weeks. She spends 2 (leaving 1) to immediately learn:

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

Re: Ability Shop

Posted: Wed Jul 12, 2023 5:26 am
by Pathaky
More task-shoring up for the Vrish-ster:
Abjurer:
Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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

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

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

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

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

Ritualist:
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Druid:
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Requires: Basic Druid Magic Attunement, 3 other Druid abilities
Cost: 125,000 Gold, 2 Weeks

Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Attract Birds- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Aqua Bird, Ephemeral Pigeon, Zardowak Landhawk, or Moo Bird
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Passively Attract Animals- (Active Ability, Druid) At the start of possessor's first action each round, possessor may choose to summon 1 ally from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Requires: Attract Animals
Cost: 145,000 Gold, 2 Weeks

Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Requires: Friend of the Trees, Abjurer OR (Apprentice Abjuration Attunement AND Apprentice Ritual Magic Attunement)
Cost: 250,000 Gold, 2 Weeks

Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Requires: Apprentice Druid Magic Training, 10 other Druid abilities
Cost: 125,000 Gold, 4 Weeks

Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Requires: Druid, Inscribe Bark With Protective Magic, Protector of the Land, 10 Base SPI, Level 35
Cost: 5,000,000 Gold, 2 Weeks
Totals:

Costs: 7565000 Gold, 6 bonus weeks. (Gold from Ave), 15 Purity for the Requisite Attunement Books. 45 Botanist Spheres through combo lines for the abilities.

Leaves Vrish with +1 Abjurer Bonus week and +1 Ritualist Bonus Week

He gets the awards:

Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer

Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist

Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has used 5 Attunement Book: Druid

Re: Ability Shop

Posted: Wed Jul 12, 2023 10:31 am
by Kitsune106d
Kit will pick up through bonus weeks:


Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks



Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks



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

Fish Spearer- (Active Ability, Lancer) This character may use Fish Spearer in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +110 Melee Attack against Aquatics.
Requires: Basic Spear Training
Cost: 40,000 Gold, 2 Weeks

Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Spear Training
Cost: 300,000 Gold, 2 Weeks

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks

kit also learns:
Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spears as a Base Weapon subtype
Not Available

costing:
910,000 gold
using up 14 general bonus weeks,

Re: Ability Shop

Posted: Wed Jul 12, 2023 9:05 pm
by Pathaky
June 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 22 times as of July 2023

to gain 4 more Warrior weeks. (This bumps the usages up to 22 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: 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

Re: Ability Shop

Posted: Thu Jul 13, 2023 9:12 pm
by Lord Gadigan
Revised ability:

Manifest Avatar- (Passive Ability, Other: Worldbound God) Possessor obtains a +1 bonus to all base stats. Possessor obtains an uncapped 25% bonus to possessor's Max HP. Possessor may, up to once per thread, at the start of a thread, at the start of a battle, or at the start of a round. create a replicated copy of itself that counts as unique but is allowed to exist alongside possessor, which does not possess this ability, transfer any number of its equipped and/or carried items to that copy, allow that copy to equip whatever subset of those it choses that it would be allowed to equip, then remove itself from being directly present in battle, entering a Numinous State. This copy does not have to travel in a summon slot and may persist between battles without being in one. This copy cannot be unsummoned by entities that are not either 20 or more Levels greater than possessor or are Level 99. This copy counts as being an additional owner, creator, and controller of any effects, entities, or items that possessor is owner, creator, or controller of if possessor desires such, and possessor may count as being an additional owner, creator, or controller of any effects, entities, or items that said copy is, respectively, an owner, creator, or controller of. If this replicated copy is killed, as an effect that blocks the checking of battle victory/loss conditions (but stops doing so if a 200-cycle loop is achieved or the following effect fails to resolve), possessor exits the Numinous State, obtains any number of its equipped and/or carried items from that copy, is allowed to equip whatever subset of those it choses that it would be allowed to equip, and then blocks the resurrection of the copy or undoing of its death. While this ability's possessor is in a Numinous State, it may act in turn order, but may only perform Worldbound God Active Abilities and 'Cast a Spell' actions as actions. While in a Numinous State, possessor may count as being in any battlespace that at least one of possessor's Devout Worshippers is in. Possessor may not be targeted while in a Numinous State by things that could not target either specifically things that are in Numinous States or that could target Haunting or Possessing entities. The replicated copy of possessor counts as being a Devout Worshipper of possessor even if possessor is normally not; this is in addition to any other deity or pantheon that possessor is a devout worshipper of. This ability may not be replicated, transferred, copied, or shared.

This revision does not apply to currently-running instances of currently-running threads, but it does apply to new instances going forward. Using the relics to copy this onto the avatars despite its normal inability to propagate was very clever, but it's turning threads into giant PC piles and I'm going to hem it in a bit.

Re: Ability Shop

Posted: Sat Jul 15, 2023 5:58 pm
by Kitsune106d
Kit will buy:

Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks

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

Impale Arm- (Technique Ability, Lancer) This character may use Impale Arm in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of disabling one of target's Weapon slots for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Requires: Basic Spear Training
Cost: 70,000 Gold, 2 Weeks

Impale Leg- (Technique Ability, Lancer) This character may use Impale Leg in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of making target unable to change rows through a basic change rows action for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Requires: Basic Spear Training
Cost: 70,000 Gold, 2 Weeks

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks

using 10 bonus week lancer, and 4 general bonus weeks.
costing: 710,000 gold

she will also get:

Kit will have also learned:
Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Not Available

Re: Ability Shop

Posted: Sun Jul 16, 2023 6:05 am
by The Nottest of Daves
Celestine Finishes this:
The Nottest of Daves wrote: Mon Jul 03, 2023 12:31 am Celestine also has a Track B now, so with both tracks done she starts training

TRACK A

Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

TRACK B

Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

TO COMPLETE ON 2023-07-16

to buy me some time to make a proper training post for both tracks.

40,000 Gold paid by Celestine

After picking up Basic Polearm and Basic Spear, Celestine learns that Lancer is becoming Nonbase!

Quick, to the BONUS WEEKS STASH!

~ARCHITECT DERIVATIVE: CRUSHER~ [6 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

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

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


~DRAGOON~ [24 Weeks]
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Requires: Basic Polearm Training, 3 other Dragoon abilities
Cost: 125,000 Gold, 2 Weeks

Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Requires: Apprentice Polearm Training, 10 other Dragoon abilities
Cost: 125,000 Gold, 4 Weeks

Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Attack' actions from the back row if possessor has a Polearm equipped
Requires: Apprentice Polearm Training
Cost: 500,000 Gold, 3 Weeks

Fisherman's Hook- (Active Ability, Dragoon) This character may use 'Fisherman's Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said action gains +50 Melee Attack against Aquatics and gains a 10% chance of inflicting Stat Drain: AGI Drain on Aquatics
Requires: Basic Polearm Training
Cost: 60,000 Gold, 2 Weeks

Hook-and-Drag- (Technique Ability, Dragoon) Possessor may use 'Hook-and-Drag' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Polearm equipped. Said action may move targets that are not above Level 60 that are not 10 or more Levels greater than its performer that do not have a greater Strength than its performer from the back row to the front row.
Requires: Pole-Fisherman, Apprentice Polearm Training
Cost: 300,000 Gold, 2 Weeks

Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Requires: Basic Polearm Mastery
Cost: 120,000 Gold, 3 Weeks

Pole-Fisherman- (Active Ability, Dragoon) Possessor gains +2% To Hit against Aquatics while possessor has a Polearm equipped
Requires: Fisherman's Hook, Polearm Wielding I
Cost: 60,000 Gold, 2 Weeks

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

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

Precision Leaping- (Passive Ability, Dragoon) 'Melee Attack' and 'Melee Overdrive' actions possessor performs while in the back row gain +5% To Hit.
Requires: Dragoon Jump, 5 Base AGI
Cost: 5,000,000 Gold, 2 Weeks


~DRAGOON DERIVATIVE: LANCER~ [25 Weeks]
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks

Fish Spearer- (Active Ability, Lancer) This character may use Fish Spearer in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +110 Melee Attack against Aquatics.
Requires: Basic Spear Training
Cost: 40,000 Gold, 2 Weeks

Impale- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 320 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Spear weapons, that targets up to 1 individual in the front row and up to 1 individual in the back row (dealing full Damage to said individual in the back row), that is solely Physical element, and that costs 40 MP
Requires: Impale Arm, Impale Leg, Apprentice Spear Training
Cost: 3,000,000 Gold, 3 Weeks

Impale Arm- (Technique Ability, Lancer) This character may use Impale Arm in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of disabling one of target's Weapon slots for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Requires: Basic Spear Training
Cost: 70,000 Gold, 2 Weeks

Impale Leg- (Technique Ability, Lancer) This character may use Impale Leg in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of making target unable to change rows through a basic change rows action for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Requires: Basic Spear Training
Cost: 70,000 Gold, 2 Weeks

Inventive Spear Technique Use- (Passive Ability, Lancer) Possessor's Lancer techniques have the attack bonuses they provide increased by 300 points and have their minor status effect infliction chances increased by 5%
Requires: Apprentice Spear Training, Spear Wielding II, 3 Lancer Technique abilities
Cost: 400,000 Gold, 2 Weeks

Lance Charge- (Technique Ability, Lancer) This character may use Lance Charge in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack must be used from the back row, moves the user to the front row, and gains +45 Melee Attack.
Requires: Basic Spear Training
Cost: 80,000 Gold, 2 Weeks

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks

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

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

Training Against Mounted Foes- (Passive Ability, Lancer) +145 Melee Attack against Steeds while a Spear is equipped
Requires: Basic Spear Training
Cost: 40,000 Gold, 2 Weeks

Celestine also gains:
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype

Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype


Dulcinea pays
10,945,000 Gold

Celestine pays
55 Bonus Weeks

Re: Ability Shop

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

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

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

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

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

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


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

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

Dulcinea pays 3,125,000 Gold

Re: Ability Shop

Posted: Fri Jul 21, 2023 1:28 am
by Celas
Anathema has these things sitting in her inventory!

Mental Scabbard- (Permanent Consumable, Empowered Item, Psychic, 1,500,000 Gold) Target willing player gains the ability "Mind-Blade Wielder"
Soul Blade Scabbard- (Permanent Consumable, Empowered Item, Magic & Life & Destruction, 1,500,000 Gold) Target willing player gains the ability "Soul-Blade Wielder"

She uses them to immediately learn:
Mind-Blade Wielder- (Passive Ability, Mentalist) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Mind-Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is Psychic element; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.

Soul-Blade Wielder- (Passive Ability, Kensei) Possessor may, at the start of any of possessor's action, create and equip a Temporary weapon named Soul Blade that is a sword and provides +X Melee Attack and +X to all stats, where X is equal to (100 * Possessor Level); said weapon is the same element as its creator; said weapon may not be traded to or equipped by an individual other than its creator. Only one of said weapon created by any one individual may exist at a time.

Re: Ability Shop

Posted: Fri Jul 21, 2023 7:51 pm
by Celas
Celas wrote: Fri May 12, 2023 6:17 pm Whoops, slipped a couple days, here.

Let's go with a bit of Dragoning for now.

Draconic Aging- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks
(Obtained on: 2023-02-17)

Dragon Claws- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Requires: Dragon Traits, Basic Unarmed Technique Attunement
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Breath- (Active Ability, Other: Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Dragon's Roar- (Active Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Requires: Dragon Traits
Cost: 200,000 Gold, 2 Weeks

Dragon-Scale Hide- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Requires: Dragon Traits
Cost: 1,000,000 Gold, 2 Weeks

Imperial Dragon- (Passive Ability, Other: Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Requires: Dragon Traits
Cost: 50,000,000 Gold, 2 Weeks

Tail Sweep- (Technique Ability, Other: Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks

Costs 59,200,000 Gold (which El pays), finishes on 2023-05-12
Niki's done training that. Let's get some BONK on.

Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks

Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Requires: Basic Staff Training
Cost: 140,000 Gold, 3 Weeks

Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Requires: Twin-Ended Staff Style, Spiral Staff Strike
Cost: 180,000 Gold, 3 Weeks

Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Requires: Basic Staff Training, 3 other Sage abilities
Cost: 125,000 Gold, 2 Weeks

Costs 525,000 Gold, which El foots the bill for, and Finishes 2023-07-21
[/quote]

Done'd.

Next:

Draconic Wisdom- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Requires: Dragon Traits
Cost: 5,000,000 Gold, 2 Weeks
(Learned on 2023-08-04)

Draconic Age Effect: Strength Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Requires: Draconic Aging, Dragon Claws
Cost: 3,000,000 Gold, 2 Weeks
(Learned on 2023-08-18)

Draconic Age Effect: Wisdom Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Requires: Draconic Aging, Draconic Wisdom
Cost: 3,000,000 Gold, 2 Weeks
(Learned on 2023-09-01)

Draconic Age Effect: Spellpower Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Requires: Draconic Age Effect: Wisdom Boost
Cost: 3,000,000 Gold, 2 Weeks
(Learned on 2023-09-15)

Costs 14,000,000 Gold, which El pays

Re: Ability Shop

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

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

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

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

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

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

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

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

Ryuutarou pays:
680,000 Gold

TO COMPLETE IN 20 WEEKS, ON 2023-12-11

Re: Ability Shop

Posted: Mon Jul 24, 2023 10:23 am
by Kitsune106d
kit has learned:
Kit

Track A:

Kit will learn:


Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Requires: Apprentice Assault Matrix Training, 10 other Matrix Keeper abilities
Cost: 125,000 Gold, 4 Weeks

Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft 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 +5% To Hit.
Requires: Apprentice Assault Matrix Training
Cost: 300,000 Gold, 2 Weeks


Cost: 425,000 gold, 6 weeks,
To finish on
Monday Jul 24, 2023

Track B:


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

Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Requires: Basic Aura Training, Basic Channeling Attunement
Cost: 40,000 Gold, 2 Weeks

Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Requires: Aura Strike, Basic Force Magic Attunement
Cost: 200,000 Gold, 2 Weeks



Cost:
320,000 gold, 6 weeks
To finish on
Monday Jul 24, 2023
Kit will learn:

Track A:

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

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

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

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

October 2, 2023

Track B:


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

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

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


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

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

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

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

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

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

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

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

weeks: 25
costing: 685,000 gold

Finishing on:
January 15, 2024