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Re: Capstone Tier Ability Notes

Posted: Tue Jun 16, 2020 3:49 am
by Celas
Cigar: <X> Drag
Darkness
Fire
Air
Acid
Technology
Wealth (only if it already exists)
Commerce (only if it already exists)

Banishing (Improved)
Charming (Improved)
Debilitating (Improved)
Dizzying (Greater)
Envenomed (Improved)
Hexing (Improved)
Ill (Improved)
Lazy (Greater)
Vexatious (Improved)
Impairing (Improved)
Paralytic (Improved)

Aerial
Angel
Animal
Celestial
Deva
Elemental
Fae
Human
Plant
Cigar: <X> Puff

Acid
Air
Darkness
Fire

Banishing
Debilitating
Envenomed
Erasure
Hexing
Paralytic

Aerial
Deva
Fae
Human
Humanoid
Insect
Plant
Borged Version
<X> Drag

Acid
Air
Darkness
Fire
Technology
Wealth (only if it already exists)
Commerce (only if it already exists)


Banishing (Improved)
Charming (Improved)
Debilitating (Improved)
Dizzying (Greater)
Envenomed (Improved)
Erasure (Greater)
Hexing (Improved)
Ill (Improved)
Lazy (Greater)
Vexatious (Improved)
Impairing (Improved)

Paralytic (Improved)

Aerial
Angel
Animal
Celestial

Deva
Elemental
Fae
Human
Humanoid
Insect

Plant
Blue Text is from the later X Drag
Red Text is from earlier Puff
Normal text appears on both lists.

Re: Capstone Tier Ability Notes

Posted: Tue Jun 16, 2020 4:00 am
by Lord Gadigan
I support this borged version. Thank you for the clarification post.

Re: Capstone Tier Ability Notes

Posted: Sun Mar 14, 2021 6:04 am
by Lord Gadigan
This was an old request on Page 1, since I'm purging our reliance on that page, I'm getting this over with!
This one was only supposed to go out to those with "Standard" pricing, but other than Casino (which is out of stock), everything is just linked to their base property and therefore follows the "Standard", so I made all of them anyways.

Has Traversed the Abyss- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Abyss, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Abyss
Requires: Attuned to Terrain: Abyss, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Abyss of Time- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Abyss of Time, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Abyss of Time
Requires: Attuned to Terrain: Abyss of Time, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Alien Domain- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Alien Domain, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Alien Domain
Requires: Attuned to Terrain: Alien Domain, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Astral Void- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Astral Void, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Astral Void
Requires: Attuned to Terrain: Astral Void, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Battlefield- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Battlefield
Requires: Attuned to Terrain: Battlefield, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Beach- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Beach
Requires: Attuned to Terrain: Beach, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Boneyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Boneyard
Requires: Attuned to Terrain: Boneyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Bubble Cosmos- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Bubble Cosmos, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Bubble Cosmos
Requires: Attuned to Terrain: Bubble Cosmos, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Caverns- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Caverns
Requires: Attuned to Terrain: Caverns, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Celestial City- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Celestial City, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Celestial City
Requires: Attuned to Terrain: Celestial City, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cliffside- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cliffside
Requires: Attuned to Terrain: Cliffside, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cloudy Sky- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cloudy Sky
Requires: Attuned to Terrain: Cloudy Sky, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Concordant City- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Concordant City, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Concordant City
Requires: Attuned to Terrain: Concordant City, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Conifer Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Conifer Forest
Requires: Attuned to Terrain: Conifer Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cosmic Junkyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cosmic Junkyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cosmic Junkyard
Requires: Attuned to Terrain: Cosmic Junkyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Cosmic Web- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cosmic Web, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Cosmic Web
Requires: Attuned to Terrain: Cosmic Web, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Crystal Isles- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Crystal Isles, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Crystal Isles
Requires: Attuned to Terrain: Crystal Isles, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dark Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dark Forest
Requires: Attuned to Terrain: Dark Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dark Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dark Realm
Requires: Attuned to Terrain: Dark Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Requires: Attuned to Terrain: Desert, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Divine Domain- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Divine Domain, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Divine Domain
Requires: Attuned to Terrain: Divine Domain, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Balance- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Balance, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Balance
Requires: Attuned to Terrain: Domain of Balance, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Air- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Air, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Air
Requires: Attuned to Terrain: Domain of Elemental Air, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Fire- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Fire, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Fire
Requires: Attuned to Terrain: Domain of Elemental Fire, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Earth- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Earth, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Earth
Requires: Attuned to Terrain: Domain of Elemental Earth, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Elemental Water- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Elemental Water, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Elemental Water
Requires: Attuned to Terrain: Domain of Elemental Water, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Domain of Void Cages- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Domain of Void Cages, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Domain of Void Cages
Requires: Attuned to Terrain: Domain of Void Cages, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dreamland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dreamland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dreamland
Requires: Attuned to Terrain: Dreamland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Dry Riverbed- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Dry Riverbed
Requires: Attuned to Terrain: Dry Riverbed, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Elysian Wilds- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Elysian Wilds, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Elysian Wilds
Requires: Attuned to Terrain: Elysian Wilds, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Endless Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Endless Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Endless Desert
Requires: Attuned to Terrain: Endless Desert, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Ethereal Mists- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ethereal Mists, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Ethereal Mists
Requires: Attuned to Terrain: Ethereal Mists, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Extradimensional Arena- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Extradimensional Arena, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Extradimensional Arena
Requires: Attuned to Terrain: Extradimensional Arena, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Faerie Kingdom- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Faerie Kingdom, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Faerie Kingdom
Requires: Attuned to Terrain: Faerie Kingdom, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Farmland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Farmland
Requires: Attuned to Terrain: Farmland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Fell City- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Fell City, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Fell City
Requires: Attuned to Terrain: Fell City, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Forest
Requires: Attuned to Terrain: Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Frozen Cosmos- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Cosmos, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Frozen Cosmos
Requires: Attuned to Terrain: Frozen Cosmos, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Frozen Waste- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Frozen Waste
Requires: Attuned to Terrain: Frozen Waste, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Gear Cosmos- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Gear Cosmos, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Gear Cosmos
Requires: Attuned to Terrain: Gear Cosmos, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Glacier- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Glacier
Requires: Attuned to Terrain: Glacier, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Graveyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Graveyard
Requires: Attuned to Terrain: Graveyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Grid Domain- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Grid Domain, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Grid Domain
Requires: Attuned to Terrain: Grid Domain, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Heavenly Fields- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Heavenly Fields, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Heavenly Fields
Requires: Attuned to Terrain: Heavenly Fields, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hellscape- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hellscape, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hellscape
Requires: Attuned to Terrain: Hellscape, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hills- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hills
Requires: Attuned to Terrain: Hills, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Hive-Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hive-Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Hive-Realm
Requires: Attuned to Terrain: Hive-Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Imperial Heavens- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Imperial Heavens, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Imperial Heavens
Requires: Attuned to Terrain: Imperial Heavens, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Jungle- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Jungle
Requires: Attuned to Terrain: Jungle, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Junkyard- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Junkyard
Requires: Attuned to Terrain: Junkyard, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Lake- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Lake
Requires: Attuned to Terrain: Lake, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Land of Seasons- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Land of Seasons, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Land of Seasons
Requires: Attuned to Terrain: Land of Seasons, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Land of the Dead- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Land of the Dead, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Land of the Dead
Requires: Attuned to Terrain: Land of the Dead, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Land of Mist and Poison- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Land of Mist and Poison, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Land of Mist and Poison
Requires: Attuned to Terrain: Land of Mist and Poison, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mage’s Sanctum- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mage’s Sanctum, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mage’s Sanctum
Requires: Attuned to Terrain: Mage’s Sanctum, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Marsh- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Marsh
Requires: Attuned to Terrain: Marsh, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Meadow- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Meadow
Requires: Attuned to Terrain: Meadow, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mesa- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mesa
Requires: Attuned to Terrain: Mesa, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mindscape- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mindscape, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mindscape
Requires: Attuned to Terrain: Mindscape, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mirror Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mirror Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mirror Realm
Requires: Attuned to Terrain: Mirror Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mountains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mountains
Requires: Attuned to Terrain: Mountains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Mushroom Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Mushroom Forest
Requires: Attuned to Terrain: Mushroom Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Ocean- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Ocean
Requires: Attuned to Terrain: Ocean, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Open Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Open Plains
Requires: Attuned to Terrain: Open Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Open Sky- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Open Sky
Requires: Attuned to Terrain: Open Sky, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Plane of Living Flesh- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Plane of Living Flesh, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Plane of Living Flesh
Requires: Attuned to Terrain: Plane of Living Flesh, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Polluted Morass- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Polluted Morass
Requires: Attuned to Terrain: Polluted Morass, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Primordial Soup- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Primordial Soup, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Primordial Soup
Requires: Attuned to Terrain: Primordial Soup, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Primordial Void- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Primordial Void, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Primordial Void
Requires: Attuned to Terrain: Primordial Void, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Realm of Magic- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Realm of Magic, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Realm of Magic
Requires: Attuned to Terrain: Realm of Magic, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the River-Land- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are River-Land
Requires: Attuned to Terrain: River-Land, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Road- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Road
Requires: Attuned to Terrain: Road, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Rolling Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Rolling Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Rolling Plains
Requires: Attuned to Terrain: Rolling Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Salt Flats- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Salt Flats
Requires: Attuned to Terrain: Salt Flats, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Savannah- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Savannah, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Savannah
Requires: Attuned to Terrain: Savannah, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Scrubland- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Scrubland, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Scrubland
Requires: Attuned to Terrain: Scrubland, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sea of Madness- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sea of Madness, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sea of Madness
Requires: Attuned to Terrain: Sea of Madness, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Shadow Kingdom- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Shadow Kingdom, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Shadow Kingdom
Requires: Attuned to Terrain: Shadow Kingdom, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Silent Hallways- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Silent Hallways, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Silent Hallways
Requires: Attuned to Terrain: Silent Hallways, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Snowy Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Snowy Plains
Requires: Attuned to Terrain: Snowy Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Space- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Space
Requires: Attuned to Terrain: Space, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Spirit Realm- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Spirit Realm, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Spirit Realm
Requires: Attuned to Terrain: Spirit Realm, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Steppes- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Steppes, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Steppes
Requires: Attuned to Terrain: Steppes, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Storehouse of Wonders- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Storehouse of Wonders, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Storehouse of Wonders
Requires: Attuned to Terrain: Storehouse of Wonders, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Stormy Plains- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Stormy Plains
Requires: Attuned to Terrain: Stormy Plains, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sunforge- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunforge, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sunforge
Requires: Attuned to Terrain: Sunforge, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Sunny Forest- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Sunny Forest
Requires: Attuned to Terrain: Sunny Forest, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Swamp- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Swamp
Requires: Attuned to Terrain: Swamp, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Tropical Island- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Tropical Island
Requires: Attuned to Terrain: Tropical Island, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Twisting Nightmare- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Twisting Nightmare, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Twisting Nightmare
Requires: Attuned to Terrain: Twisting Nightmare, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Untamed Wilds- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Untamed Wilds, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Untamed Wilds
Requires: Attuned to Terrain: Untamed Wilds, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Void of Endings- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Void of Endings, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Void of Endings
Requires: Attuned to Terrain: Void of Endings, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the Wellspring of Life- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Wellspring of Life, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Wellspring of Life
Requires: Attuned to Terrain: Wellspring of Life, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the White Void- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is White Void, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are White Void
Requires: Attuned to Terrain: White Void, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

Has Traversed the World Tree- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is World Tree, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are World Tree
Requires: Attuned to Terrain: World Tree, Journeyman's Steps
Cost: 200,000 Gold, 2 Weeks

And just in case it should anyways!

Has Traversed the Casino- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Casino, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Casino
Requires: Attuned to Terrain: Casino, Journeyman's Steps
For this, the 'Standard Pricing' of a non-planar terrain is under 100,000 Gold. I may normalize their value at some point, but for now, under 100,000 is 'Standard'. The 'Standard Pricing' of planar terrain is 30,000,000 Gold.

Here's a list of the terrains ordered by pricing:
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Requires: Phantom Terrain Link Established: Desert
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Desert on a Random World

Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Requires: Phantom Terrain Link Established: Frozen Waste
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Frozen Waste on a Random World

Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Requires: Phantom Terrain Link Established: Meadow
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Meadow on a Random World

Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Requires: Phantom Terrain Link Established: Open Plains
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Open Plains on a Random World

Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Requires: Phantom Terrain Link Established: Open Sky
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Open Sky on a Random World

Attuned to Terrain: Scrubland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Scrubland
Requires: Phantom Terrain Link Established: Scrubland
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Scrubland on a Random World

Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Requires: Phantom Terrain Link Established: Space
Cost: 20,000 Gold, 1 Week, 1 Square Mile of Space on a Random World

Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Requires: Phantom Terrain Link Established: Cloudy Sky
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Cloudy Sky on a Random World

Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Requires: Phantom Terrain Link Established: Dark Forest
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Dark Forest on a Random World

Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Requires: Phantom Terrain Link Established: Forest
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Forest on a Random World

Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Requires: Phantom Terrain Link Established: Hills
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Hills on a Random World

Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Requires: Phantom Terrain Link Established: Lake
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Lake on a Random World

Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Requires: Phantom Terrain Link Established: Marsh
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Marsh on a Random World

Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Requires: Phantom Terrain Link Established: Ocean
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Ocean on a Random World

Attuned to Terrain: Polluted Morass - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass
Requires: Phantom Terrain Link Established: Polluted Morass
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Polluted Morass on a Random World

Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Requires: Phantom Terrain Link Established: Road
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Road on a Random World

Attuned to Terrain: Rolling Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Rolling Plains
Requires: Phantom Terrain Link Established: Rolling Plains
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Rolling Plains on a Random World

Attuned to Terrain: Snowy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains
Requires: Phantom Terrain Link Established: Snowy Plains
Cost: 30,000 Gold, 1 Week, 1 Square Mile of Snowy Plains on a Random World

Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Requires: Phantom Terrain Link Established: Cliffside
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Cliffside on a Random World

Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Requires: Phantom Terrain Link Established: Conifer Forest
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Conifer Forest on a Random World

Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Requires: Phantom Terrain Link Established: Dry Riverbed
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Dry Riverbed on a Random World

Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Requires: Phantom Terrain Link Established: Junkyard
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Junkyard on a Random World

Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Requires: Phantom Terrain Link Established: Mesa
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Mesa on a Random World

Attuned to Terrain: River-Land - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land
Requires: Phantom Terrain Link Established: River-Land
Cost: 40,000 Gold, 1 Week, 1 Square Mile of River-Land on a Random World

Attuned to Terrain: Savannah - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Savannah
Requires: Phantom Terrain Link Established: Savannah
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Savannah on a Random World

Attuned to Terrain: Steppes - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Steppes
Requires: Phantom Terrain Link Established: Steppes
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Steppes on a Random World

Attuned to Terrain: Sunny Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest
Requires: Phantom Terrain Link Established: Sunny Forest
Cost: 40,000 Gold, 1 Week, 1 Square Mile of Sunny Forest on a Random World

Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Requires: Phantom Terrain Link Established: Beach
Cost: 50,000 Gold, 1 Week, 1 Square Mile of Beach on a Random World

Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Requires: Phantom Terrain Link Established: Caverns
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Caverns on a Random World

Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Requires: Phantom Terrain Link Established: Graveyard
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Graveyard on a Random World

Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Requires: Phantom Terrain Link Established: Mountains
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Mountains on a Random World

Attuned to Terrain: Mushroom Forest- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Requires: Phantom Terrain Link Established: Mushroom Forest
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Mushroom Forest on a Random World

Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Requires: Phantom Terrain Link Established: Stormy Plains
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Stormy Plains on a Random World

Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Requires: Phantom Terrain Link Established: Swamp
Cost: 60,000 Gold, 1 Week, 1 Square Mile of Swamp on a Random World

Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Requires: Phantom Terrain Link Established: Farmland
Cost: 70,000 Gold, 1 Week, 1 Square Mile of Farmland on a Random World

Attuned to Terrain: Salt Flats - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats
Requires: Phantom Terrain Link Established: Salt Flats
Cost: 70,000 Gold, 1 Week, 1 Square Mile of Salt Flats on a Random World

Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Requires: Phantom Terrain Link Established: Boneyard
Cost: 80,000 Gold, 1 Week, 1 Square Mile of Boneyard on a Random World

Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Requires: Phantom Terrain Link Established: Jungle
Cost: 80,000 Gold, 1 Week, 1 Square Mile of Jungle on a Random World

Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Requires: Phantom Terrain Link Established: Battlefield
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Battlefield on a Random World

Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Requires: Phantom Terrain Link Established: Glacier
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Glacier on a Random World

Attuned to Terrain: Tropical Island - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island
Requires: Phantom Terrain Link Established: Tropical Island
Cost: 90,000 Gold, 1 Week, 1 Square Mile of Tropical Island on a Random World

Attuned to Terrain: Endless Desert - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Endless Desert
Requires: Phantom Terrain Link Established: Endless Desert
Cost: 6,000,000 Gold, 1 Week, 1 Square Mile of Endless Desert in a Random Dimension

Attuned to Terrain: Abyss - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss
Requires: Phantom Terrain Link Established: Abyss
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Abyss in a Random Dimension

Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Requires: Phantom Terrain Link Established: Abyss of Time
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Abyss of Time in a Random Dimension

Attuned to Terrain: Alien Domain - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Alien Domain
Requires: Phantom Terrain Link Established: Alien Domain
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Alien Domain in a Random Dimension

Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Requires: Phantom Terrain Link Established: Astral Void
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Astral Void in a Random Dimension

Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Requires: Phantom Terrain Link Established: Celestial City
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Celestial City in a Random Dimension

Attuned to Terrain: Concordant City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Concordant City
Requires: Phantom Terrain Link Established: Concordant City
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Concordant City in a Random Dimension

Attuned to Terrain: Cosmic Junkyard - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Cosmic Junkyard
Requires: Phantom Terrain Link Established: Cosmic Junkyard
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Cosmic Junkyard in a Random Dimension

Attuned to Terrain: Crystal Isles - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Crystal Isles
Requires: Phantom Terrain Link Established: Crystal Isles
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Crystal Isles in a Random Dimension

Attuned to Terrain: Dark Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Dark Realm
Requires: Phantom Terrain Link Established: Dark Realm
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Dark Realm in a Random Dimension

Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Requires: Phantom Terrain Link Established: Domain of Balance
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Balance in a Random Dimension

Attuned to Terrain: Domain of Elemental Air - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Air
Requires: Phantom Terrain Link Established: Domain of Elemental Air
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Elemental Air in a Random Dimension

Attuned to Terrain: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Fire
Requires: Phantom Terrain Link Established: Domain of Elemental Fire
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Elemental Earth in a Random Dimension

Attuned to Terrain: Domain of Elemental Earth - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Earth
Requires: Phantom Terrain Link Established: Domain of Elemental Earth
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Elemental Earth in a Random Dimension

Attuned to Terrain: Domain of Elemental Water - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Water
Requires: Phantom Terrain Link Established: Domain of Elemental Water
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Elemental Water in a Random Dimension

Attuned to Terrain: Domain of Void Cages- (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Void Cages
Requires: Phantom Terrain Link Established: Domain of Void Cages
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Domain of Void Cages in a Random Dimension

Attuned to Terrain: Dreamland - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Dreamland
Requires: Phantom Terrain Link Established: Dreamland
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Dreamland in a Random Dimension

Attuned to Terrain: Elysian Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Elysian Wilds
Requires: Phantom Terrain Link Established: Elysian Wilds
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Elysian Wilds in a Random Dimension

Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Requires: Phantom Terrain Link Established: Ethereal Mists
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Ethereal Mists in a Random Dimension

Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Requires: Phantom Terrain Link Established: Extradimensional Arena
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Extradimensional Arena in a Random Dimension

Attuned to Terrain: Faerie Kingdom - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Faerie Kingdom
Requires: Phantom Terrain Link Established: Faerie Kingdom
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Faerie Kingdom in a Random Dimension

Attuned to Terrain: Frozen Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Frozen Cosmos
Requires: Phantom Terrain Link Established: Frozen Cosmos
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Frozen Cosmos in a Random Dimension

Attuned to Terrain: Gear Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Gear Cosmos
Requires: Phantom Terrain Link Established: Gear Cosmos
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Gear Cosmos in a Random Dimension

Attuned to Terrain: Grid Domain - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Grid Domain
Requires: Phantom Terrain Link Established: Grid Domain
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Grid Domain in a Random Dimension

Attuned to Terrain: Heavenly Fields - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Heavenly Fields
Requires: Phantom Terrain Link Established: Heavenly Fields
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Heavenly Fields in a Random Dimension

Attuned to Terrain: Hellscape - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Hellscape
Requires: Phantom Terrain Link Established: Hellscape
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Hellscape in a Random Dimension

Attuned to Terrain: Hive-Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Hive-Realm
Requires: Phantom Terrain Link Established: Hive-Realm
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Hive-Realm in a Random Dimension

Attuned to Terrain: Imperial Heavens - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Imperial Heavens
Requires: Phantom Terrain Link Established: Imperial Heavens
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Imperial Heavens in a Random Dimension

Attuned to Terrain: Land of Seasons - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of Seasons
Requires: Phantom Terrain Link Established: Land of Seasons
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Land of Seasons in a Random Dimension

Attuned to Terrain: Land of the Dead - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of the Dead
Requires: Phantom Terrain Link Established: Land of the Dead
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Land of the Dead in a Random Dimension

Attuned to Terrain: Mage’s Sanctum - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mage’s Sanctum
Requires: Phantom Terrain Link Established: Mage’s Sanctum
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Mage’s Sanctum in a Random Dimension

Attuned to Terrain: Mindscape - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mindscape
Requires: Phantom Terrain Link Established: Mindscape
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Mindscape in a Random Dimension

Attuned to Terrain: Plane of Living Flesh - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Plane of Living Flesh
Requires: Phantom Terrain Link Established: Plane of Living Flesh
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Plane of Living Flesh in a Random Dimension

Attuned to Terrain: Primordial Soup - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Soup
Requires: Phantom Terrain Link Established: Primordial Soup
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Primordial Soup in a Random Dimension

Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Requires: Phantom Terrain Link Established: Primordial Void
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Primordial Void in a Random Dimension

Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Requires: Phantom Terrain Link Established: Realm of Magic
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Realm of Magic in a Random Dimension

Attuned to Terrain: Sea of Madness - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sea of Madness
Requires: Phantom Terrain Link Established: Sea of Madness
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Sea of Madness in a Random Dimension

Attuned to Terrain: Shadow Kingdom - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Shadow Kingdom
Requires: Phantom Terrain Link Established: Shadow Kingdom
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Shadow Kingdom in a Random Dimension

Attuned to Terrain: Silent Hallways - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Silent Hallways
Requires: Phantom Terrain Link Established: Silent Hallways
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Silent Hallways in a Random Dimension

Attuned to Terrain: Spirit Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Spirit Realm
Requires: Phantom Terrain Link Established: Spirit Realm
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Spirit Realm in a Random Dimension

Attuned to Terrain: Sunforge - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sunforge
Requires: Phantom Terrain Link Established: Sunforge
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Sunforge in a Random Dimension

Attuned to Terrain: Twisting Nightmare - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Twisting Nightmare
Requires: Phantom Terrain Link Established: Twisting Nightmare
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Twisting Nightmare in a Random Dimension

Attuned to Terrain: Untamed Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Untamed Wilds
Requires: Phantom Terrain Link Established: Untamed Wilds
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Untamed Wilds in a Random Dimension

Attuned to Terrain: Void of Endings - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Void of Endings
Requires: Phantom Terrain Link Established: Void of Endings
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Void of Endings in a Random Dimension

Attuned to Terrain: Wellspring of Life - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Wellspring of Life
Requires: Phantom Terrain Link Established: Wellspring of Life
Cost: 30,000,000 Gold, 1 Week, 1 Square Mile of Wellspring of Life in a Random Dimension

Attuned to Terrain: Fell City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Fell City
Requires: Phantom Terrain Link Established: Fell City
Cost: 60,000,000 Gold, 1 Week, 1 Square Mile of Fell City in a Random Dimension

Attuned to Terrain: Land of Mist and Poison - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of Mist and Poison
Requires: Phantom Terrain Link Established: Land of Mist and Poison
Cost: 60,000,000 Gold, 1 Week, 1 Square Mile of Land of Mist and Poison in a Random Dimension

Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Requires: Phantom Terrain Link Established: Bubble Cosmos
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of Bubble Cosmos in a Random Dimension

Attuned to Terrain: Cosmic Web - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Cosmic Web
Requires: Phantom Terrain Link Established: Cosmic Web
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of Cosmic Web in a Random Dimension

Attuned to Terrain: Mirror Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mirror Realm
Requires: Phantom Terrain Link Established: Mirror Realm
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of Mirror Realm in a Random Dimension

Attuned to Terrain: White Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is White Void
Requires: Phantom Terrain Link Established: White Void
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of White Void in a Random Dimension

Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Requires: Phantom Terrain Link Established: World Tree
Cost: 80,000,000 Gold, 1 Week, 1 Square Mile of World Tree in a Random Dimension

Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Requires: Phantom Terrain Link Established: Divine Domain
Cost: 200,000,000 Gold, 1 Week, 1 Square Mile of Divine Domain in a Random Dimension

Attuned to Terrain: Storehouse of Wonders - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Storehouse of Wonders
Requires: Phantom Terrain Link Established: Storehouse of Wonders
Cost: 200,000,000 Gold, 1 Week, 1 Square Mile of Storehouse of Wonders in a Random Dimension
That means Fell City, Land of Mist and Poison, Bubble Cosmos, Cosmic Web, Mirror Realm, White Void, World Tree, Divine Domain, and Storehouse of Wonders don't have standard pricing. Those and the Casino are rejected and should not be made at this time. The others are approved.

Re: Capstone Tier Ability Notes

Posted: Sun Mar 14, 2021 6:10 am
by Lord Gadigan
Surprise Extra Speculation!

Cael has his foot in the Santa tree. Notably, Apprentice Santa Knowledge, Kringlemaster and Adept Santa Knowledge do not yet exist. I submit the following templates based off an existing T3 pet tree, Immortal, assuming Santabilities don't go in unusual directions milestone-wise:


Adept Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain a Santa summon, Possessor's unmodified stats increase by 2,000 points if possessor is a Santa
Requires: Kringlemaster, 50 other Kringlemaster abilities, Level 20
Cost: 50,000,000 Gold, 10 Weeks

Apprentice Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Santa Knowledge, 3 other Kringlemaster abilities
Cost: 1,250,000 Gold, 2 Weeks

Kringlemaster- (Passive Ability, Other: Kringlemaster) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Santa pet only, This ability provides +500 HP and +100 to all stats of possessor's Santa pets and summons per Level of possessor
Requires: Apprentice Santa Knowledge, 10 other Kringlemaster abilities
Cost: 1,250,000 Gold, 4 Weeks



While it's been noted that T3s are likely different in some respects, the Kringlemaster tree seems to have Instruction, at the least, with text similar to every other brand of Instruction out there (much like Immortal). I've expanded this below for review.


Advanced Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 60% Charm Resistance
Requires: Santa Loyalty Instruction, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

Basic Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 20% Charm Resistance
Requires: Santa Training II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Defensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +50 Defense
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +250 Defense
Requires: Defensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 50 points
Requires: Santa Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Santa Instruction I, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

Santa Calling I- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +20 to all stats
Requires: Santa Instruction I, Basic Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Santa Calling II- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +200 HP
Requires: Santa Calling I
Cost: 40,000 Gold, 2 Weeks

Santa Calling III- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +500 MP
Requires: Santa Calling II
Cost: 40,000 Gold, 2 Weeks

Santa Calling IV- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons gain +2,000 HP and +4,000 MP
Requires: Santa Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Santa Calling V- (Passive Ability, Other: Kringlemaster) Possessor's Santa summons may not be unsummoned by sources below Level 5
Requires: Santa Calling IV, Santa Instruction II, Summoner, Kringlemaster
Cost: 200,000 Gold, 2 Weeks

Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 40% Charm Resistance
Requires: Basic Santa Loyalty Instruction, Apprentice Kringlemaster Knowledge
Cost: 100,000 Gold, 2 Weeks

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

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

Superior Santa Loyalty Instruction- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain 80% Charm Resistance
Requires: Advanced Santa Loyalty Instruction, Commander
Cost: 400,000 Gold, 2 Weeks
Approved.

Re: Capstone Tier Ability Notes

Posted: Wed Mar 17, 2021 9:33 pm
by The Nottest of Daves
Traits are being revised! Here's my attempt at straightening everything out to account for needful changes as previously discussed, using Outsider Traits as an example.
Old and Busted wrote: Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
New Hotness wrote: Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.

Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.

Re: Capstone Tier Ability Notes

Posted: Sat Mar 20, 2021 1:01 am
by Aeromage
Porting over to here so I don't have to create two abilities for every existing elemental tree just to get the Doctor's quest updated:


Diluted Assumption of <ELEMENT>- (Passive Ability, <CLASSNAME>) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is <ELEMENT> element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Requires: Meditative Assumption of <ELEMENT>, Defenses that Utilize <ELEMENT>, Radiate <ELEMENT>, <CLASSNAME>
Cost: 3,000,000 Gold, 3 Weeks

Radiate <ELEMENT>- (Passive Ability, <CLASSNAME>) Whenever possessor absorbs Damage that is <ELEMENT> element Damage, Possessor may choose to deal 25,000 Flat <ELEMENT> element Damage to up to 10 targets
Requires: Emanate <ELEMENT>, Greater Weaponization of <ELEMENT>
Cost: 100,000 Gold, 2 Weeks


(These templates were approved already, they just need application)

Re: Capstone Tier Ability Notes

Posted: Wed Mar 24, 2021 2:41 am
by Lord Gadigan
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.

Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
This new format is approved.

Re: Capstone Tier Ability Notes

Posted: Wed Mar 24, 2021 3:48 am
by The Nottest of Daves
Tier 1 Traits

The following traits will not be receiving Legacy versions, but their text will be updated to be in line with the new standard in both the shop and on PC sheets.
NOTE: Classic Angel Traits will change its name back to Angel Traits, as Angels were returned to being a Tier 1 Subtype following the events of CAIN. The previous T2 Version of the traits will be renamed "Elevated Angel Traits" and will receive a Legacy version, but both traits will be marked out of stock.

Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Ooze Traits- (Passive Ability, Viscous Lord) If Possessor is an Ooze, possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and Possessor gains immunity to Impaired, Pain, Fatigue, and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 1,250,000 Gold, 25 Weeks

Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Fatigue and Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 750,000 Gold, 15 Weeks

Aisurii Traits- (Passive Ability, Instrument of Retribution) If Possessor is an Aisuirii, Possessor gains Hexed Immunity, Possessor gains Diseased Immunity, Possessor cannot be resurrected, Possessor's turn-order-determining stat sum for turn-order-determining purposes is multiplied by 1.15 as an effect that does not stack with other turn-order-determining-stat-sum multiplying effects that do so for turn-order-determining purposes, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.15 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Coded Being Traits- (Passive Ability, Other: Reality Coder) If Possessor is a Coded Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to Pain, Confusion (Exception- Confusion: System Overload), Impaired, Poison, and Diseased (Exception- Diseased: Computer Virus). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Cost: 1,750,000 Gold, 30 Weeks

Spireguide Traits- (Passive Ability, Other: Eye of Heaven) If Possessor is a Spireguide, Possessor gains Poison Immunity, Impaired Immunity and Diseased Immunity, Possessor's STR and AGI are multiplied by .75, and Possessor's MIN and SPI are multiplied by 1.25 as an effect that does not stack with other MIN and/or SPI multiplying effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: Basic Eye of Heaven Knowledge
Cost: 2,000,000 Gold, 60 Weeks

Re: Capstone Tier Ability Notes

Posted: Wed Mar 24, 2021 4:35 am
by The Nottest of Daves
Tier 2 Traits

SEE NOTES IN TIER 1 POST

Legacy Abstract Traits- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Defense Against Stat Damage is multiplied by 10, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. This ability only takes effect if possessor is an Abstract. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not For Sale

Abstract Traits- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Defense Against Stat Damage is multiplied by 10 as an effect that does not stack with other Defense Against Stat Damage multiplying effects, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,500,000 Gold, 50 Weeks

Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not For Sale

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

Legacy Elevated Angel Traits- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's SPI is multiplied by 2, Possessor gains Immunity to Hexed, to Diseased, and to Minor Status Effects, Possessor may use SPI * 2 as a Prime Attribute for 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions, and Possessor may use Spirit as possessor's turn-order-determining stat. This ability only takes effect if possessor is an Angel. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 15,000,000 Gold, 150 Weeks
Not For Sale

Elevated Angel Traits- (Passive Ability, Heavenly Protector) If possessor is an Angel, possessor's SPI is multiplied by 2 as an effect that does not stack with other SPI multiplying effects, Possessor gains Immunity to Hexed, to Diseased, and to Minor Status Effects, Possessor may use SPI * 2 as a Prime Attribute for 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions, and Possessor may use Spirit as possessor's turn-order-determining stat. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. This ability counts as having the name 'Angel Traits' for prerequisite purposes.
Requires: No Prerequisites
Cost: 15,000,000 Gold, 150 Weeks
Not For Sale

Legacy Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10, possessor's Resilience is multiplied by 4, possessor's Defense is multiplied by 1.5, possessor's Defense Against Stat Damage is multiplied by 1.5, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Not for Sale

Large Structure Traits- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 2,750,000 Gold, 55 Weeks

Legacy Planetary Traits- (Passive Ability, Other: Worldbound God) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 2, possessor's Critical Chance is multiplied by 2, possessor's Dodge is multiplied by 2, possessor's (To Hit - 100, Minimum 100) is multiplied by 2, possessor's Resilience is multiplied by 2, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.
Requires: No Prerequisites
Not For Sale

Planetary Traits- (Passive Ability, Other: Worldbound God) If possessor is a Planetary, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 2 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 2 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 2 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 2 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 2 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.
Requires: No Prerequisites
Cost: 19,500,000 Gold, 390 Weeks

Re: Capstone Tier Ability Notes

Posted: Wed Mar 24, 2021 7:35 pm
by Celas
Legacy Immortal Traits- (Passive Ability, Other: Chronicler of Eternity) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Immortal. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Immortal Traits- (Passive Ability, Other: Chronicler of Eternity) If possessor is an Immortal, possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks


Legacy Serpent Blessed Traits- (Passive Ability, Other: Hand of Valcont) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Serpent Blessed. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. Has RP Effects.
Not for Sale

Serpent Blessed Traits- (Passive Ability, Other: Hand of Valcont) If possessor is a Serpent Blessed, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1. Has RP Effects.
Not for Sale


Legacy Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Holy One. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Holy One Traits- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks


Legacy Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Fiend. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Not for Sale

Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) If possessor is a Fiend, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites
Cost: 28,500,000 Gold, 570 Weeks

Re: Capstone Tier Ability Notes

Posted: Wed Mar 24, 2021 9:56 pm
by The Nottest of Daves
Revised traits have been added to the ability shop.

All traits have been updated to PC sheets!

~UPDATED~

Re: Capstone Tier Ability Notes

Posted: Fri Mar 26, 2021 10:43 pm
by Draconics
Expert Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Shapeshifter pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Shapeshifter
Requires: Adept Flux Baron Knowledge, 100 other Flux Baron abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
For approval/review: Templated off of Deathless One's Expert.

Re: Capstone Tier Ability Notes

Posted: Wed Apr 07, 2021 9:24 pm
by Aeromage
I have been considering superpowered antics. However, Apprentice doesn't exist!

Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Requires: (15 Base STR AND 15 Base AGI AND 15 Base CON AND 15 Base MIN AND 15 Base SPI) OR 20 Superhero abilities
Cost: 60,000,000 Gold, 60 Weeks

Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Requires: Apprentice Superpower Attunement, 10 other Superhero abilities
Cost: 100,000,000 Gold, 5 Weeks

As a middle ground between those two, a proposed Apprentice:
Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +250 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +250 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +250 Ranged Attack, All Super Power spells cost possessor 250 less MP to cast, Possessor gains +100 to all unmodified stats
Requires: Basic Super Power Attunement, 3 other Superhero abilities
Cost: 50,000,000 Gold, 2 Weeks
Attack bonuses and discounts might need to be tweaked upwards, as it's a T2 spell class and thus pretty hefty.

Re: Capstone Tier Ability Notes

Posted: Sat Apr 10, 2021 6:48 pm
by Celas
Darston got some shinies that make Celas turn green with envy.

Here's some probably-wrong values copied off Wizard Magic
Adept Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 10,000 less MP to cast, Ritual Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ritualist, 50 other Ritualist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Expert Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Ritual Magic Attunement, 100 other Ritualist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
And here's the extant Ritualist capstones to demonstrate why I think they're lacking something:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Ritual 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

Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks

Re: Capstone Tier Ability Notes

Posted: Sun Apr 11, 2021 8:47 pm
by Lord Gadigan
These:
Adept Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 10,000 less MP to cast, Ritual Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ritualist, 50 other Ritualist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Expert Ritual Magic Attunement- (Passive Ability, Ritualist) Ritual Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Ritual Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Ritual Magic Attunement, 100 other Ritualist Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks
Are confirmed as correct.

They should not be reducing turns to cast, and should not have larger values of MP reduction. If it was something else that you thought should be changed with them, please let me know and I will re-evaluate that aspect.

Re: Capstone Tier Ability Notes

Posted: Mon Apr 12, 2021 12:09 am
by Celas
We've got Knights now! They're supposed to get a monthly Bonus Week stipend for their Element Classes.

So a templatable proposal!
Member of the Knights Inviolable- (Passive Ability, Friendship) Possessor gains # Ward Crafter Bonus Weeks per Month
Not For Sale
I seems like a simple enough formula. <Order Name>, <Element Class>. Expecting 2, but I figured I'd leave it blank in case of other.

Re: Capstone Tier Ability Notes

Posted: Fri Apr 23, 2021 11:55 pm
by Pathaky
Architect got templated out very nicely w/o ever getting it's Adept statted. Here's my take, templated from Sword
Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
Requires: Architect, 50 other Architect Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Re: Capstone Tier Ability Notes

Posted: Sun Apr 25, 2021 10:03 pm
by The Nottest of Daves
Now that Enigma Man has become Enigmatic Stranger, let's consider the following:
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
Not For Sale

Countless Rumors Concerning Their Varied Powers- (Passive Ability, Other: Enigmatic Stranger) Possessor gains an additional Core Class
Not for Sale

Fog of Unknowable Graces- (Passive Ability, Other: Enigmatic Stranger) Once per round, before any individual's action, if possessor's stats have not been scanned and possessor is Mystery element, if possessor possesses a buff that came from a spell, possessor may choose a different spell equipped at the time of the casting by the spell's caster that has a Gold value no more than 20% greater than the value of the original spell cast (not counting previous applications of this ability or other Enigmatic Stranger abilities or Schemes), that would have been castable by that caster at that time, and that does not possess an costs other than HP and MP to cast, to convert that buff into a buff providable by said second spell, with said buff converting counting as still coming from a spell cast by that individual at that time
Not for Sale

Enigmatic Schemes- (Passive Ability, Other: Enigmatic Stranger) Possessor counts the number of Schemes possessor has completed, with multiple instances of completion of the same Scheme counting multiple times, towards the number of Enigmatic Stranger abilities possessor possesses, including for prerequisite purposes
Requires: Character type of Enigma Man, Enigmatic Stranger, Level 40
Cost: 200,000,000 Gold, 2 Weeks

Mysterious Schemer- (Passive Ability, Other: Enigmatic Stranger) The number of Schemes possessor has completed counts towards the number of Enigmatic Stranger abilities possessor possesses for prerequisite purposes
Requires: Enigmatic Stranger
Cost: 50,000,000 Gold, 2 Weeks
The above abilities are the full contents of the class at this particular time. Enrica is the only Enigma Man with more than Basic Mystery Synchronization, given that she has gained both Not For Sale abilities from the Warehouse. The two for-sale abilities are unobtainable to any Enigma Man, as neither the ability Enigmatic Stranger nor the requisite abilities to reach said name-rank ability exists.

Thus, let us consider the following abilities to flesh out the class slightly:
Apprentice Weaponization of Mystery- (Passive Ability, Other: Enigmatic Stranger) Quantities of Mystery element Damage dealt by possessor are increased by 500 points, Quantities of Damage dealt by possessor when using the custom abilities created by completing the Schemes 'Research Log - Weapons of the Conspiracy Part I' and 'Research Log - Weapons of the Conspiracy Part II' are increased by 500 points
Requires: Basic Weaponization of Mystery
Cost: 100,000 Gold, 2 Weeks

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

Basic Intrigue Skills- (Passive Ability, Other: Enigmatic Stranger) Possessor may count the completion of the Scheme 'Spreading Rumors' as an Enigmatic Stranger ability that possessor possesses, including for prerequisite purposes.
Requires: Basic Mystery Synchronization
Cost: 500,000 Gold, 2 Weeks

Basic Weaponization of Mystery- (Passive Ability, Other: Enigmatic Stranger) Quantities of Mystery element Damage dealt by possessor are increased by 50 points, Quantities of Damage dealt by possessor when using the custom abilities created by completing the Schemes 'Research Log - Weapons of the Conspiracy Part I' and 'Research Log - Weapons of the Conspiracy Part II' are increased by 50 points
Requires: Basic Mystery Synchronization
Cost: 40,000 Gold, 2 Weeks

Causes Death by Mysterious Means- (Passive Ability, Other: Enigmatic Stranger) Possessor may count a single completion of the Scheme 'I Am Coming, You Cannot Stop Me' as an Enigmatic Stranger ability that possessor possesses, including for prerequisite purposes.
Requires: Basic Intrigue Skills, Apprentice Mystery Synchronization
Cost: 1,000,000 Gold, 2 Weeks

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

Improved Weaponization of Mystery- (Passive Ability, Other: Enigmatic Stranger) Quantities of Mystery element Damage dealt by possessor are increased by 5,000 points, Quantities of Damage dealt by possessor when using the custom abilities created by completing the Schemes 'Research Log - Weapons of the Conspiracy Part I' and 'Research Log - Weapons of the Conspiracy Part II' are increased by 5,000 points
Requires: Apprentice Mystery Synchronization, Apprentice Weaponization of Mystery
Cost: 500,000 Gold, 2 Weeks

Meditative Assumption of Mystery- (Passive Ability, Other: Enlightened Sensei) Possessor may choose, at the beginning of a thread, to become solely Mystery element
Requires: Basic Mystery Synchronization
Cost: 1,000,000 Gold, 10 Weeks

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

Mysterious Stranger- (Passive Ability, Other: Enigmatic Stranger) Possessor may not be scanned by entities under Level 5
Requires: Apprentice Mystery Synchronization, Diviner
Cost: 1,000,000 Gold, 2 Weeks

Re: Capstone Tier Ability Notes

Posted: Sun May 02, 2021 2:19 am
by The Nottest of Daves
Pathaky wrote: Fri Apr 23, 2021 11:55 pm Architect got templated out very nicely w/o ever getting it's Adept statted. Here's my take, templated from Sword
Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
Requires: Architect, 50 other Architect Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
[20:18] Gadigan: Mmmmm, yes, that one is good. Approved.
[20:19] Gadigan: You can post this chat bit there

Re: Capstone Tier Ability Notes

Posted: Sat May 08, 2021 2:38 am
by The Nottest of Daves
Proposed version of Adept Technomancer, templated from Adept Scientist (though also equivalent to Adept Wizard):
Adept Technomancy Attunement- (Passive Ability, Technomancer) Technomancy spells cost possessor 10,000 less MP to cast, Technomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Technomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Technomancer, 50 other Technomancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks