Ability Shop

This is for important threads such as rules, the shop, and the enemy list. Players should not create topics here.
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Re: Ability Shop

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Demosthenes-

Gains
Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent


Lunar Trickster-
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Basic Command of Moon- (Passive Ability, Lunar Trickster) Possessor's Moon element pets and summons gain +50 to all stats
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points


Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.


Spy-
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Clockwork- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Clockwork and a Disguise equipped by possessor is changing possessor's subtype to Clockwork
Basic Ability to Successfully Disguise Oneself as a Deva- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Deva and a Disguise equipped by possessor is changing possessor's subtype to Deva
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats


Loses
1,840,000 Gold (Billed to El)
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

El-

Gains
18 Bonus Weeks (Tsayikk/Downtime)
3 Monk Weeks

Blazing Sultan-
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats

Channeler-
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points

Healer-
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP

Heir to the Future-
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats

Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Kinetic Emperor-
Absorb Physical- (Passive Ability, Kinetic Emperor) Possessor Absorbs Physical against sources below Level 20 if Level 20 or greater
Adept Physical Synchronization- (Passive Ability, Kinetic Emperor) Amounts of Physical element Damage possessor deals are increased by 10,000 points, Physical element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Physical element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Apprentice Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 5% Physical Resistance
Apprentice Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +100 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Call Forth the Living Physical- (Active Ability, Kinetic Emperor) Possessor may spend an action to summon 5 Elementals that are Physical element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Elemental Invocation of Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Invocation of Physical' in conjunction with an 'Elemental Attack' action so long as possessor is Physical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Physical- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element Damage to up to 10 targets
Empowered By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Physical
Greater Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 25,000 points
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Improved Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Improved Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +2,000 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Improved Physical Elemental Emanation- (Passive Ability, Kinetic Emperor) Possessor's 'Call Forth the Living Physical' ability may summon entities up to Level 20
Improved Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 10% Physical Resistance
Improved Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +250 to all stats
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Improved Zonal Physical Empowerment- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Physical
Infinite Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor gains the element Physical while in Kinetic Emperor stances
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Meditative Assumption of Physical- (Passive Ability, Kinetic Emperor) Possessor may choose, at the beginning of a thread, to become solely Physical element
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Nourish Physical- (Passive Ability, Kinetic Emperor) Whenever possessor deals HP or MP healing to an Physical element individual, possessor deals 300 additional points
Nourished By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Physical
Nullify Physical- (Passive Ability, Kinetic Emperor) Possessor may remove the element Physical from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Physical-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Physical-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Physical from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Physical- (Passive Ability, Kinetic Emperor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Wounded
Partially Unfettered by the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains 5% Wounded Resistance
Physical Battle-Aura- (Stance Ability, Kinetic Emperor) Possessor deals 10,000 Flat Physical element Damage to each opponent at the start of each round
Physical Body Form- (Stance Ability, Kinetic Emperor) Possessor gains +200 Defense against Physical, Possessor gains 15% Physical Resistance, Possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action that targets possessor
Physical Immunity- (Passive Ability, Kinetic Emperor) Possessor gains Physical Immunity against sources below Level 20 if Level 20 or greater
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Physical Momentum- (Passive Ability, Kinetic Emperor) At the start of each round that occurs immediately following a round during which possessor performed an offensive Physical element action, possessor, if Physical element, gains a buff that provides +100 STR, +100 CON, and +50 AGI, Said buff stacks 50 times and immediately vanishes at the end of any round during which possessor did not conduct an offensive Physical element action
Predict the Flow of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5% Dodge against Physical element individuals
Project Physical- (Passive Ability, Kinetic Emperor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Physical
Prosperous Venting of Excess Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element and performs an 'Elemental Attack' action that is solely Physical element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Physical Elemental Spawn- (Passive Ability, Kinetic Emperor) Possessor may, at the start of any round, unsummon one of possessor's Physical element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Physical- (Passive Ability, Kinetic Emperor) Possessor Reflects Physical against sources below Level 20 if Level 20 or greater
Relentless Tempest of Physical- (Passive Ability, Kinetic Emperor) If possessor's last action was solely Physical element either due to this ability or the technique 'Elemental Attack-Conversion: Physical', possessor may make any of possessor's offensive actions solely Physical element.
Soothing Physical Emanation- (Passive Ability, Kinetic Emperor) Whenever possessor absorbs Damage that is Physical element Damage, Possessor may choose to deal 10,000 Flat Physical element HP Healing to up to 10 targets that are Physical element
Stability Within Physical- (Passive Ability, Kinetic Emperor) Possessor gains 25% minor negative status effect resistance while in a Zone of Physical
Understanding of the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Physical element individual
Uplifted By Physical- (Passive Ability, Kinetic Emperor) If possessor is Physical element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Physical
Wall of Palms- (Technique Ability, Kinetic Emperor) Possessor may use 'Wall of Palms' in conjunction with a 'Defend' action if possessor is Physical element and possesses at least one empty Weapon slot. Said action grants its user a buff that provides +(User Level * 100 Defense), deals ((User Level + User's Base STR) * 2,000) Flat Physical element Damage to any individual who conducts an offensive action against its possessor, that causes its possessor to count as having an additional Physical element Shield equipped, that lasts 1 round, and that does not stack
Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Lunar Trickster-
Basic Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element

Mind Lord-
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats

Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON


Ocean Prince-
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element


Radiant Hierophant-
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats

Scholar-
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.

Snow Queen-
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats

Wizard-
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped


Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk

Loses-
129 of his 300 Kinetic Emperor Bonus Weeks, leaving 171

10 Essence Sphere: Botanist (On Celas?)

56,710,000 Gold
Administrator
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Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Maestro

Gains

Bard-
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped


General-
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats

Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped

Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Mentalist-
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute

Mind Lord-
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points

Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped

Warlord-
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats


Loses
2,335,000 Gold (Bill to El)
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Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Celiria CELERY

Gains

Name: 'Fourth Holy Imperial Challenge of Power: Test of Hours'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Spend 24 weeks in the ability shop (these weeks must be specifically devoted towards completing this task, bonus weeks may be used)

Description:
This is the fourth of twelve tasks required to obtain a Holy Imperial Seal of Power.

Reward:

Items-
1/12 Holy Imperial Seal of Power (Modnote: Incremented from 2 to 3)

Awards-
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Heracles

Gains

74,000,000 gold
74 Mountain King Bonus Weeks
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Kelvar

Gains
2 Druid Bonus Weeks
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Modnote: Okay, for this one I had to do a bit of digging. Turns out that Kit had, in fact, done the valid Defender prereqs for this, but never posted that they finished training, so they fell through the cracks between Path's last update and where I started this project. Full text contained in this spoiler!
Posted: Tue Nov 20, 2018 7:14 pm
by kitsune106
track b:

kit starts:


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


Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Requires: Basic Shield Training
Cost: 90,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Defender) +50 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks


Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Requires: Basic Shield Training
Cost: 70,000 Gold, 2 Weeks


Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Defensive Stance II- (Stance Ability, Defender) +200 Defense
Requires: Defensive Stance, 3 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 200,000 Gold, 2 Weeks


Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Requires: Basic Shield Training
Cost: 50,000 Gold, 2 Weeks

Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Requires: Basic Shield Training, 3 other Defender abilities
Cost: 125,000 Gold, 2 Weeks

costing 750,000 gold
finishing on:
Tuesday, March 26, 2019
18 weeks


Kit

Gains

Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Defensive Stance- (Stance Ability, Defender) +50 Defense
Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Stone Shield Stance- (Stance Ability, Defender) +50 Defense against Earth if a non-Earth element Shield is equipped or +500 Defense against Earth if an Earth element Shield is equipped, 10% Earth Resistance, 20% Air Weakness


Gearwright-
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points


Temporal Primarch-
Clock-Gear Wings- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +300 AGI for turn-order-determining purposes, Possessor's turn-order-determining stat sum may not be specifically and directly reduced by sources below Level 40, Possessor gains Impaired: Slow Immunity, and Chances of inflicting Augmented: Haste on possessor are increased by 10%
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65


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Re: Ability Shop

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Not Dave- Celestine Summary

Gearwright-
Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Blinding Flash Filament- (Passive Ability, Gearwright) Whenever possessor attempts to scan an individual's stats with possessor's 'Inbuilt Daguerreotype Camera' ability, possessor may choose to have a a 30% chance of inflicting Impaired: Blind on said individual
Clackity-Clack Grabber-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +250 Melee Attack, and possessor's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions gain a 25% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Clockwork Crab-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, and possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions gain a 75% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Clockwork Wonder- (Passive Ability, Gearwright) Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Compact, Folding Gear-Mechanisms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor does not count against the Passenger Capacity of vehicles that possessor is a Passenger of, provided said vehicles possess Passenger Capacities that are greater than 0.
Contains an Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may cure all allies of Fatigued: Asleep at the start of each round
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Has a Wide-Angle Lens- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may scan the stats of 15 individuals
Has Gears Covered in Ornamental Gears with Gear Designs on Them- (Passive Ability, Gearwright) Whenever one of possessor's Gearwright abilities or equipped Upgrade accessories would lose its text due to a source below Level 40 or would be destroyed by a source below Level 40, it gains an 80% chance of having such not happen
Inbuilt Daguerreotype Camera- (Active Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to scan the stats of a target below Level 20
Inbuilt Ornamental Typewriter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's allies may spend an action to acquire a buff that stacks 3 times that causes its possessor to count as having an additional Tome equipped that also (provides its possessor's allies with +200 to all stats as a bonus that stacks 5 times)
Masterpiece of Engineering- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's unmodified stats are increased by 200 points
Perpetual Motion- (Passive Ability, Gearwright) If possessor is a Clockwork or a Machine and is Level 40 or greater, possessor gains Immunity to Paralyzed, Stat Drain, and Fatigued as well as 15% Petrified Resistance, Sources below Level 60 cannot stop possessor from taking actions if possessor is a Clockwork or a Machine
Rotationally-Deployable Brass-and-Silver Hammer-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions have their chances of inflicting Fatigued: Stun increased by 60%, and possessor may choose to count as wielding up to 2 additional Hammers
Self-Restabilizing Clockwork Crab-Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Fatigued: Stun Immunity, Fatigued: Prone Immunity, and Stat Drain: AGI Drain Immunity
Shockingly-Effective Foot-Deployable Roller-Skates with Gear-Shaped Wheels- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, choose at the beginning of a round to gain a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes and that causes its possessor to have an additional Boots equipped
Snap-Out Eye-Binoculars- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, at the start of each round, obtain a non-stacking buff that allows its possessor to scan the stats of an individual who is either in the same battlespace and below Level 40 or who is in any battlespace that is part of the same battle who is below Level 20 at the start of each round
Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork

Dulcinea pays 273,830,000 Gold
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Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Not Dave- Dulcinea Summary
Gains:

SPECIAL NOTE: Completion of this training plan completes the unslotted task to make more pulls from Of The Tales:
* Obtain the abilities Basic Geomancy Attunement, Basic Hypertech Attunement, Basic Wizard Magic Attunment, Basic Divine Magic Attunement, Basic Beastmaster Knowledge, Apprentice Smith Proficiency, Apprentice Jeweler Proficiency, Apprentice Magewright Proficiency, Apprentice Crafter Proficiency, Apprentice Enchantment Attunement, Commander, Conjurer, Controller, Inscriber, and Lawbringer

Channeler-
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer

Conjurer-
Basic Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 20% Charm Resistance
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 40% Charm Resistance

Controller-
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Caustic Impulse- (Technique Ability, Controller) Possessor may use 'Caustic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Acid element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped

Crafter-
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects


Channeler-
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points

Ebon Chancellor-
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Geomancer-
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.

Inscriber-
Inscriber of the Wards Which Protect against Charm- (Passive Ability, Inscriber) Possessor gains +5% Charm Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Stat Drain- (Passive Ability, Inscriber) Possessor gains +5% Stat Drain Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped

Lawbringer-
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds

Ritualist-
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
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


Scholar-
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN


Wanderer-
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes

Warlock-
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.

Warrior-
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

Other: Thermonuclear Disciple-
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

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Re: Ability Shop

Post by Administrator »

Not Dave- Enrica Summary

Ebon Chancellor-
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.

Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

Gentleman Assassin-
Accurate Bladecane Use- (Passive Ability, Gentleman Assassin) Possessor gains +1% To Hit when a Bladecane is equipped
Aerial-Hunting Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Aerial-Hunting Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack against Aerials and gains +5% To Hit against Aerials.
Bladecane Wielding III- (Passive Ability, Gentleman Assassin) Possessor gains +200 to all stats when a Bladecane is equipped and +200 Melee Attack and Magical Attack when a Bladecane is equipped
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Hard to Disarm With a Bladecane- (Passive Ability, Gentleman Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Bladecanes without possessor's permission
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Unexpected Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Unexpected Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +500 Melee Attack and Magical Attack against targets that have not yet acted.
Vexatious Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Vexatious Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +200 Melee Attack and Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.

Mind Lord-
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Monk-
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level

Scholar-
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Book Wielding II- (Passive Ability, Scholar) +25 to all stats when a Book is equipped, +50 Magical Attack when a Book is equipped
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements

Spy-
Basic Ability to Successfully Disguise Oneself as a Aerial- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aerial and a Disguise equipped by possessor is changing possessor's subtype to Aerial
Basic Ability to Successfully Disguise Oneself as a Animal- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Animal and a Disguise equipped by possessor is changing possessor's subtype to Animal
Basic Ability to Successfully Disguise Oneself as a Aquatic- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Aquatic and a Disguise equipped by possessor is changing possessor's subtype to Aquatic
Basic Ability to Successfully Disguise Oneself as a Insect- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Insect and a Disguise equipped by possessor is changing possessor's subtype to Insect
Basic Ability to Successfully Disguise Oneself as a Plant- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Plant and a Disguise equipped by possessor is changing possessor's subtype to Plant

Other: Superhero-
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
Dodge through Calculating Bullet Trajectory- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level x 2, to a max of 120)% Dodge against 'Ranged Attack' actions from individuals below Possessor Level and (Possessor Level x 2, to a max of 120)% Dodge against attacks from individuals below Possessor Level who are in the back row
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Super-Endurance- (Passive Ability, Other: Superhero) Possessor gains +(1,000 * Possessor Level, to a max of +60,000) HP
Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Super Strength- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) STR
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Superior Reflexes- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Dodge and (100 + Possessor Level, to a max of 160%) To Hit
Superior Resilience- (Passive Ability, Other: Superhero) Possessor gains (Possessor Level, to a max of 60)% Resilience


Enrica gains:
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Greater Essence Sphere: Gentleman Assassin

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

Enrica pays:
60 Bonus Weeks
2 Monk Bonus Weeks

Dulcinea pays:
25 Essence Spheres
113,025,000 Gold
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Modnote: Seems Lurky, here, was pre-updated! Still pasting the summary post, both for record purposes in case something's missing and so that the nice, countdown-stamped future-training queue is here.

Not Dave- Lurky Summary
Scholar-
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Wanderer-
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

Other: Spatial Mage-
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP

Other: Time Mage-
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes


Costing Dulcinea:
150 Essence Spheres
25,880,000 Gold


Costing That Which Lurks:
1 Scholar Week


That Which Lurks gains:
1 Spatial Mage Week

Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage

Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Time Mage
Below here was not pre-updated:
Diviner-
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

Inscriber-
Inscribe Complex Ward Symbols- (Passive Ability, Inscriber) Possessor's Resistances, Immunities, Reflection, and Absorption may not be ignored or bypassed by sources below Level 20
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Inscriber of the Wards Which Protect against Esoteric Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to Tier 1 and Tier 2 nonbase elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Hope- (Passive Ability, Inscriber) Possessor gains +1% Hope Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against War- (Passive Ability, Inscriber) Possessor gains +1% War Resistance if possessor has a Ward equipped, to a max of 50%


Ritualist-
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast


Rune Mage-
Rejection of Glyphs- (Passive Ability, Other: Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Rune Mage- (Passive Ability, Other: Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP, +50 additional damage, -10 additional MP, and +40 HP to Rune Magic summons per possessor level


Scholar-
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements


Costing Lurky
1 Rune Mage Week
1 Inscriber Week
2,275,000 Gold
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Not Dave- Ryuutarou Summary

Gains
2 Bonus Weeks (Tsayikk/Downtime)

Blazing Sultan-
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Countess of Power-
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Heir to the Future-
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Mountain King-
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Ravager-
Armor-Piercing Chop- (Technique Ability, Ravager) Possessor may use 'Armor-Piercing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack pierces 200 Defense.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Critical Chop- (Technique Ability, Ravager) Possessor may use 'Critical Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack gains +5% Critical.
Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.


Slayer-
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped

Warrior-
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

Other: Dragon Lord-
Banishing Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 50% chance of unsummoning targets below Level 40 that are lower Level than possessor.
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cloud Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Crystal Shard Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 40% chance of inflicting Wounded and/or Wounded: Bleeding
Deep Inhalation- (Passive Ability, Dragon Lord) Possessor may spend an action that causes possessor's next 'Dragon's Breath' action to deal double Damage, to a max of 2,000,000 additional Damage, with this effect not stacking
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Dragon Essence- (Passive Ability, Dragon Lord)) If possessor is a Dragon, possessor may choose to count as being in the 'Form of Dragon' stance when not in said stance
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Dragon's Breath- (Active Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Darkness- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Electrical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage
Elemental Breath: Energy- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Hope- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Hope element Damage
Elemental Breath: Ice- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Ice element Damage
Elemental Breath: Light- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Light element Damage
Elemental Breath: Magic (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Elemental Breath: Physical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Physcial element Damage
Elemental Breath: Psychic- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Psychic element Damage
Elemental Breath: Technology- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Technology element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Form of Dragon- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains +2,000 to all stats
Furnace Belly- (Passive Ability, Dragon Lord) If possessor is Dragon, possessor may deal 50,000 Flat Fire element Damage to each individual possessor is considered to have eaten at the start of each round, with said effect being able to target individuls that possessor has eatern who are considered Vanished by the same effect that causes them to count as possessor having eaten them
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Inferno Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Burning
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Meltdown Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to inflict a debuff that stacks 5 times that provies its possesssor with -50,000 MP and -100 CON at the start of each round that stacks 200 times
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Strafing Breath- (Technique Ability, Dragon Lord) Possessor may use 'Strafing Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the same row' and said action deals full Damage to individuals below Level 60 in the back row
Swift Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'


Dulcinea Pays:
266,325,000 Gold
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Pathaky- Nole Summary

Nole Uses:
*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect

to gain 4 Warrior Weeks.


Kensei-
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword

Warrior-
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads

Spatial Mage-
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles


Costing:
15 Essence Sphere: Botanist
47,955,000 Gold

Nole Gains the following Awards:
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage


NO ACTIVE TRAINING QUEUES
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Pathaky- Roy Summary

Ebon Chancellor-
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater

Costing
500,000 Gold

NO ACTIVE TRAINING QUEUES
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Pathaky- Vrishni Summary

Elementalist-
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets


Friendship-
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental


Gold Cost for completed training queues:
1,243,000 Gold


NO ACTIVE TRAINING QUEUE
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Oliver:
Gains

AWARDS GAINED
Has Consumed 5 Attunement Book: Scholar
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar


Archer-
Adept Bow Training- (Passive Ability, Archer) Bow weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Bow weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Bow
Wind-Up Arrow- (Technique Ability, Archer) Possessor may use 'Wind-Up Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.

Gunner-
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Bio-Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Bio-Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Cthonian-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Cthonian-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
Monster-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Monster-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Ooze-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Ooze-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Oozes and gains +5% To Hit against Oozes.
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)


Gunslinger-
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.


Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements


Wanderer-
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20


Loses

1 Gunslinger Bonus Week

15 Purity (Billed to Underdog)
15 Essence Sphere: Botanist

20,410,000 Gold
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Stearic

Gains
14 Wanderer Bonus Weeks

Awards:
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei


Kensei
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)

Radiant Hierophant-
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element

Ravager-
Abstract-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Alien-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Astermic-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Astermics and gains +5% To Hit against Astermics.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Celestial-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Chop Mastery- (Passive Ability, Ravager) Technique Abilities from the Ravager class whose name includes 'Chop' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Clockwork-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Cthonian-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.

Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements

Swordsman-
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.

Wanderer-
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20


Loses-

51,640,000 Gold

56 Bonus Weeks
30 Purity
45 Essence Sphere: Botanist
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Underdog:

Gains-
304 Bonus Weeks (Freezer and Tsayikk/Downtime)

Astromancer-
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Draw Power From Multiple Constellations- (Passive Ability, Astromancer) Posssessor may have three Empowered Constellations set at a time
Greater Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect

Geomancer-
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Empowered by Day- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Day
Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Empowered by Evening- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Evening
Empowered by Dusk- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dusk
Empowered by Dawn- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dawn
Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Empowered by Morning- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Morning
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Empowered by Noon- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Noon


Spatial Mage-
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast


Wanderer-
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)

Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped



Loses-
29,105,000 Gold
2 Wanderer Bonus Weeks
22 Bonus Weeks
Administrator
Site Admin
Posts: 77
Joined: Thu May 21, 2020 3:34 pm

Re: Ability Shop

Post by Administrator »

Note: Some, but not all, of this was already updated. Listed the whole thing here anyway rather than truncating the source post.

Geddoe
Gains:

Absorb Ice- (Passive Ability, Snow Queen) Possessor Absorbs Ice against sources below Level 20 if Level 20 or greater
Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance
Apprentice Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +100 to all stats
Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Emanate Ice- (Passive Ability, Snow Queen) Whenever possessor absorbs Damage that is Ice element Damage, Possessor may choose to deal 10,000 Flat Ice element Damage to up to 10 targets
Greater Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 25,000 points
Ice Body Form- (Stance Ability, Snow Queen) Possessor gains +200 Defense against Ice, Possessor gains 15% Ice Resistance, Possessor may deal 5,000 Flat Ice element Damage to any individual who conducts an offensive action that targets possessor
Ice Immunity- (Passive Ability, Snow Queen) Possessor gains Ice Immunity against sources below Level 20 if Level 20 or greater
Improved Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Improved Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +250 to all stats
Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
Reflect Ice- (Passive Ability, Snow Queen) Possessor Reflects Ice against sources below Level 20 if Level 20 or greater
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Stability Within Ice- (Passive Ability, Snow Queen) Possessor gains 25% minor negative status effect resistance while in a Zone of Ice
Understanding of the Bonds of Ice- (Passive Ability, Snow Queen) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Ice element individual
Uplifted By Ice- (Passive Ability, Snow Queen) If possessor is Ice element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Ice
Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
User avatar
Draconics
Arena Lieutenant
Posts: 294
Joined: Wed Mar 17, 2021 5:13 am
Location: Lost in time and space

Re: Ability Shop

Post by Draconics »

THIS IS PER: Mar 17, 2021

Some abilities are not on the post recovered earlier in this thread, this is because they're pulled from the shcedules on the last iteration of the site, as they hadn't been updated at the time. These lists are merely identifying what's not on the current character sheets, regardless of why. (either laziness on my part, site hijinks, etc)

Deduct from Draconics: 1,667,084,000 gold and 315 spheres

Draconics has learned (Needs updating to sheet):
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Archmage of the Ancients- (Passive Ability, Other: Archmage of the Ancients) Possessor's Damage-dealing actions that involve the casting of Ancient Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Ancient Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Foundation of Eschatalogical Escalation- (Passive Ability, Other: Eschatologist) Whenever possessor casts a Catastrophe Magic spell, possessor may apply up to 5 different Escatological Escalations to it, with each one triggering at the start of a consecutive round after the round during which said spell was cast in the chosen order
And the Fresh Waters Turned to Salt- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 275,801 Flat Water element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace.
And the Gates to the Demon Realm Opened- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it summons 20 Demons below Level 60 from the Enemy List in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said summons having an 80% chance of being uncontrolled, with said summoning repeating itself at the start of each round for the next 5 rounds and a max of 200 summons being summoned.
Apprentice Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All damage-dealing Catastrophe Magic spells that possessor casts deal 25,000 additional Damage, All Catastrophe Magic spells cost possessor 50,000 less MP to cast
And the Great Floods Began- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 255,208 Flat Water element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning on every individual in said battlespace and creating 10 Zones of Water in said battlespace.
And the Kingdom Fell Into a Great Slumber- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Fatigued: Asleep on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with individuals below Level 40 being able to cure or auto-recover-from said status effect infliction.
And the Quakes Did Swallow Cities- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 278,505 Flat Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Entomed on every individual in said battlespace and inflicting Vanished on Large Structures below Level 40 in said battlespace.
And the Salt Waters Turned to Blood- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 300,000 Flat Blood element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace and turning every Zone of Water in said battlespace into a Zone of Blood.
Eschatologist- (Passive Ability, Other: Eschatologist) Possessor's Damage-dealing actions that involve the casting of Catastrophe Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Catastrophe Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Explosion-Hyperamplifying Presence- (Passive Ability, Other: Eschatologist) All Flat quantities of Fire and / or Energy element Damage dealt in battles where possessor is present are increased by 200,000 points
Catastrophe Magic Casting I- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 200 less MP to cast
Catastrophe Magic Casting II- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast
Draconics spends 6 actual bonus weeks to get:
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Realization of Virtual Virii- (Passive Ability, Other: Reality Coder) Instances of Diseased: Computer Virus with possessor as a source may afflict entities regardless of subtype.
Personal Firewall- (Passive Ability, Other: Reality Coder) Possessor gains 30% Minor Status Effect Resistance against Coded Beings, Possessor gains Diseased: Computer Virus Immunity
Virtual Hazard Shielding- (Passive Ability, Other: Reality Coder) Possessor gains +30% Minor Status Effect Resistance against Coded Beings
Evil Manipulation- (Passive Ability, Other: Villain) Possessor may choose one of the following at the beginning of each round if Evil element: Create a Zone of Evil, Remove a Zone of Evil created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evil by either possessor or a source below Level 20, Add Evil to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Evil element on a Evil element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evil, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evil, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon an Evil element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evil to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evil, 5% Evil Resistance, or +50 Defense against Evil and 1% Evil Resistance until the end of the round as a non-stacking buff
Villain- (Passive Ability, Other: Villain) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evil Resistance, Possessor ignores Evil Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Evil- (Passive Ability, Other: Villain) Possessor gains +50 Defense against Evil
Basic Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 1% Evil Resistance
Apprentice Evil Resistance- (Passive Ability, Other: Villain) Possessor gains 5% Evil Resistance
Greater Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 25,000 points
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones by sources below Level 20 if possessor is a Monster
Improved Darksight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity against effects attached to Zones if possessor is a Monster
Improved Monsterous Vitality- (Passive Ability, Master of Monsters) Possessor gains +5,000 HP if possessor is a Monster
Improved Monsterous Vitality II- (Passive Ability, Master of Monsters) Possessor gains +10,000 HP if possessor is a Monster
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Improved Natural Status Infliction- (Passive Ability, Master of Monsters) Possessor's abilities' that possess minor status-effect infliction chances naturally have said chances icreased by 5%, to a max of 100%, if possessor is a Monster
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Improved Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 10% Psychic Resistance
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Has Researched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Biologist- (Passive Ability, Scientist) Possessor's Animal, Plant, Aerial, and Aquatic pets and summons gain +300 to all stats, Possessor gains +500 MIN if possessor has any Animal, Plant, Aerial, or Aquatic pets or summons
Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100- (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100- (the number of levels the source of said attack is above possessor))%.
Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Danmaku Casting I- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 20 less MP to cast
Basic Glyph Magic Attunement- (Passive Ability, Other: Glyph Mage) All Glyph Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Glyph Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, All Glyph Magic spells cost 10 less MP for possessor to cast
Basic Rune Magic Attunement- (Passive Ability, Other: Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Stab- (Technique Ability, Shadow Blade) Possessor may use 'Envenomed Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Poison.
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Improved Envenomed Stab- (Passive Ability, Shadow Blade) Possessor's 'Envenomed Slash' technique has its chance of inflicting Poison increased to 30%
Improved Paralytic Stab- (Passive Ability, Shadow Blade) Possessor's 'Paralytic Stab' technique has its chance of inflicting Paralyzed increased to 30%
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Basic Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +50 to all stats
Apprentice Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +100 to all stats
Improved Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Improved Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +250 to all stats
Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Theoretical Element Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is an element that has 'Theoretical Element' in its name
Theoretical Element Attunement- (Passive Ability, Other: Elemental Researcher) Abilities whose name includes 'Theoretical Experimental Element' in their name cost 2 weeks less if possessor has an ability from the class 'Elemental Researcher' whose name is identical to the name of the ability being purchased, only without the word 'Experimenal' and with any one string of characters between 'Element' and the end of the respective element's name, removed.
Summoner of Beasts Unheard- (Passive Ability, Summoner) Possessor's summons of nonbase subtypes gain +2,000 to all stats as a non-stacking buff at the time of their summoning
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Basic Madness Synchronization- (Passive Ability, Other: Oracle of Lunacy) Possessor gains +25 to all stats if possessor is Madness element
Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast

Awards:
Has Consumed 5 Essence Sphere: Villain
Has Consumed 5 Improved Essence Sphere: Villain
Has Consumed 5 Greater Essence Sphere: Villain
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Greater Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Danmaku
Has Consumed 5 Improved Essence Sphere: Danmaku
Has Consumed 5 Greater Essence Sphere: Danmaku
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Mech Jockey
Has Consumed 5 Improved Essence Sphere: Skykeeper
Has Consumed 5 Greater Essence Sphere: Skykeeper
Has Consumed 5 Essence Sphere: Slasher
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade

Nix 6 of the scientist weeks and some extra bonus weeks, see below

TRACK A FINISHED ON: 11/29/2022
TRACK B FINISHED ON: April 7, 2021
*Weeks spent to complete, see final note below

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So I want a clean break, and I hinted in the original post on the old site that if about to quest, I'd burn out the weeks anyways. Since the above is with not spending weeks, it's time to dump some weeks!

Full bonus allocation: 60 weeks (2 tracks, all weeks will be spent on both)
Weeks needing to be spent to finish as of Mar 17, 2021 (Both tracks, counting Talsyikk cost reductions): 71
All remaining weeks will come from Draconics's Sheet! (11 as of Mar 17, 2021)

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Nira learns:
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor's actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomagical Speed-Boosting- (Passive Ability, Other: Time Mage) AGI buffs that come from Chronomancy spells cast by possessor and turn-order-determining-stat buffs that specifically increase turn-order-determining stats that come from Chronomancy spells cast by possessor are increased by 100 points as an effect that stacks a max of 5 times across all stackings of all buffs on each individual
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.
Slowing Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Slowing Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Impaired: Slow.
Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chronomancy
Hasting Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Hasting Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains a 30% chance of inflicting Augmented: Haste.
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Inevitable Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Inevitable Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action, as well as the next action performed by possessor that involves possessor casting a Chronomancy spell that possessor cast as part of said action, may not be countered by individuals below Level 60
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Detect Time- (Passive Ability, Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Father Time's Aging Aura- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor may choose at the beginning of each round to have a 60% chance of inflicting Fatigued: Elderly on each opponent
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Infinite Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains the element Time while in Temporal Primarch stances
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Project Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Time
Prosperous Venting of Excess Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and performs an 'Elemental Attack' action that is solely Time element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Wisdom of the Ages- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and afflicted with Fatigued: Elderly, possessor gains +500 MIN
Time Body Form- (Stance Ability, Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Rapdily Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Relentless Tempest of Time- (Passive Ability, Other: Temporal Primarch) If possessor's last action was solely Time element either due to this ability or the technique 'Elemental Attack-Conversion: Time', possessor may make any of possessor's offensive actions solely Time element.
Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Twitching Clock-Hand Talons- (Passive Ability, Other: Temporal Primarch) While possessor is Time element, possessor gains +30,000,000 Melee Attack and possessor's 'Melee Attack' and 'Melee Overdrive' actions may gain '60% inflicts Fatigued: Elderly', Possessor's 'Melee Overdrive' actions gain a 20% chance of inflicting Instant Death on targets afflicted with Fatigued: Elderly
Understanding of the Bonds of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Time element individual
Revolution on the Run- (Technique Ability, Soldreidrethanoi) Possessor may use 'Revolution on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartix equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Armor-Piercing Revolution- (Technique Ability, Soldreidrethanoi) Possessor may use 'Armor-Piercing Revolution' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bailartrix equipped. Said attack pierces 200 Defense.

Soldreidrethanoi- (Passive Ability, Soldreidrethanoi) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bailartix equipped, Possessor gains +(50 * Possessor Level) MIN if possessor has a Bailartix equipped

ABILITIES IN RED STILL PENDING APPROVAL AND SUBJECT TO CHANGE

Awards:
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler

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Silent One gets:

Advanced Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 60% Charm Resistance
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 20% Charm Resistance
Defensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +50 Defense
Defensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +250 Defense
Enhanced Wereform Stats- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform', possessor gains +500 to all stats
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Improved Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Lunar Werebeast- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +2,000 to all stats while in a Chronogeomatic Zone of Night or a Zone of Moon
Lycanthrope's Bite- (Passive Ability, Flux Baron) If possessor is a Shapeshifter or in a Stance whose name includes 'Wereform' or 'Form of', possessor's 'Melee Attack' actions may gain '30% inflicts Diseased: Lycanthropy'
Offensive Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 50 points
Offensive Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have the Damage values of their abilities increased by 500 points
Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 40% Charm Resistance
Speed-Focused Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Virulent Lycanthropy- (Passive Ability, Flux Baron) Possessor's chances of inflicting Diseased: Lycanthropy are increased by 20%
Werebeast Mauling- (Technique Ability, Flux Baron) Possessor may use 'Werebeast Mauling' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor is in a Flux Baron stance whose name includes 'Wereform'. Said action gains +2,500 Melee Attack, may deal HP Drain to Animals, Humans, Humanoids, Aquatics, and Aerials, and gains '30% inflicts Wounded: Maimed'
Werebeast Pack Member- (Passive Ability, Flux Baron) Possessor's Shapeshifter allies may treat possessor as though possessor possessed a Constant Effect named 'Pack Hunter' while possessor is either a Shapeshifter or in a stance whose name includes 'Wereform'
Werebeast's Agility- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +300 to its turn-order-determining stat sum for turn-order-determining purposes
Werebeast's Claws- (Passive Ability, Flux Baron) If possessor is in a Shapeshifter stance whose name includes 'Wereform', possessor gains +350 Melee Attack, deals 1,500 additional Physical element Damage when dealing Physical element Damage with attacks, and has its chances of inflicting Wounded increased by 5%
Wereform Control- (Passive Ability, Flux Baron) Possessor's Shapeshifter stances whose name includes 'Wereform' have their chances of inflicting Confusion: Berserk on possessor reduced by 50%
Were-Pounce- (Technique Ability, Flux Baron) Possessor may use 'Were-Pounce' in conjunction with a 'Melee Attack', 'Powerful Attack' or 'Melee Overdrive' action so long as no other technique is used. Said action's user enters a Flux Baron Stance whose name includes 'Wereform' at the start of said action.
Adept Flux Synchronization- (Passive Ability, Other: Dynamic Allsculpter) Amounts of Flux element Damage possessor deals are increased by 10,000 points, Flux element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Flux element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 Defense against Flux
Apprentice Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 to all stats while in a Zone of Flux
Basic Acceleration Within Flux's Dominion- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Flux
Basic Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 500 points
Basic Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +50 to all stats while in a Zone of Flux
Control of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor has a 20% chance of being able to cancel the actions of Flux element individuals below Level 20, with things that would occur before and after said actions still occurring
Defense Flux- (Passive Ability, Other: Dynamic Allsculptor) At the start of each round, if possesor is Flux element, possessor may give itself a non-stacking buff that provides +2,000 Defense against any one base element
Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Flux element and no other technique is used. Said action becomes solely the element Flux.
Elemental Invocation of Flux- (Technique Ability, Other: Dynamic Allsculptor) Possessor may use 'Elemental Invocation of Flux' in conjunction with an 'Elemental Attack' action so long as possessor is Flux element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Flux Battle-Aura- (Stance Ability, Other: Dynamic Allsculpter) Possessor deals 10,000 Flat Flux element Damage to each opponent at the start of each round
Flux Body Form- (Stance Ability, Other: Dynamic Allsculptor) Possessor gains +200 Defense against Flux, Possessor gains 15% Flux Resistance, Possessor may deal 5,000 Flat Flux element Damage to any individual who conducts an offensive action that targets possessor
Greater Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Flux- (Passive Ability, Other: Dynamic Allsculpter) Whenever possessor obtains Flux element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Defenses Against Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +5,000 Defense against Flux
Improved Defenses that Utilize Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +2,000 Defense if possessor has any Flux-element items equipped that provide a Defense bonus
Improved Flux Elemental Emanation- (Passive Ability, Other: Dynamic Allsculptor) Possessor's 'Call Forth the Living Flux' ability may summon entities up to Level 20
Improved Weaponization of Flux- (Passive Ability, Other: Dynamic Allsculpter) Quantities of Flux element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +1,000 to all stats while in a Zone of Flux
Improved Zonal Flux Empowerment- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains +500 to all stats while in a Zone of Flux, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Flux
Infinite Assumption of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains the element Flux while in Dynamic Allsculptor stances
Nonsynchronous Elemental Attack-Conversion: Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may use the Technique 'Elemental Attack-Conversion: Flux' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Flux element.
Nourish Flux- (Passive Ability, Other: Dynamic Allsculptor) Whenever possessor deals HP or MP healing to an Flux element individual, possessor deals 300 additional points
Nullify Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor may remove the element Flux from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Flux-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Flux-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Flux from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor gains 5% Overload: Flux Destabilization Resistance
Predict the Flow of Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains +5% Dodge against Flux element individuals
Project Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Flux
Prosperous Venting of Excess Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor is Flux element and performs an 'Elemental Attack' action that is solely Flux element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Flux Elemental Spawn- (Passive Ability, Other: Dynamic Allsculpter) Possessor may, at the start of any round, unsummon one of possessor's Flux element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Flux- (Passive Ability, Other: Dynamic Allsculpter) Possessor Reflects Flux against sources below Level 20 if Level 20 or greater
Relentless Tempest of Flux- (Passive Ability, Other: Dynamic Allsculptor) If possessor's last action was solely Flux element either due to this ability or the technique 'Elemental Attack-Conversion: Flux', possessor may make any of possessor's offensive actions solely Flux element.
Stability Within Flux- (Passive Ability, Other: Dynamic Allsculptor) Possessor gains 25% minor negative status effect resistance while in a Zone of Flux
Zonal Flux Control- (Passive Ability, Other: Dynamic Allsculpter) Possessor may, at the start of each round, choose one Zone of Flux that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Superior Shapeshifter Loyalty Instruction- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain 80% Charm Resistance
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Form of Shark- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR
Wereform: Wereshark- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +2 base STR and +1 base AGI, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Acclimation to the Pressure of the Ocean Depths- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains Drowning: Pressure of the Deep Immunity
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Fins- (Passive Ability, Seakeeper) Possessor gains +20 AGI while possessor is an Aquatic
Swimmer- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Form of Anemone- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Melee Attack
Form of Clam- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 Defense
Form of Crab- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 Defense and +100 Melee Attack
Form of Dolphin- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 MIN
Form of Fish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 AGI
Form of Jellyfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Form of Octopus- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +20 STR, +30 AGI, +30 MIN, and 6% Dodge
Form of Sea Snake- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 AGI and +100 Melee Attack
Form of Sea Turtle- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +100 Defense
Form of Shark- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR
Form of Starfish- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +50 STR and +50 CON
Form of Tube-Worm- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +100 CON and +1% Resilience
Form of Whale- (Stance Ability, Seakeeper) If possessor is an Aquatic, possessor gains +200 STR, +200 CON, +200 SPI, +200 MIN, and +10,000 HP
Anemone Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Anemone' stance when not in said stance
Clam Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Clam' stance when not in said stance
Crab Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Crab' stance when not in said stance
Dolphin Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Dolphin' stance when not in said stance
Fish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Fish' stance when not in said stance
Jellyfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Jellyfish' stance when not in said stance
Octopus Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Octopus' stance when not in said stance
Sea Snake Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Snake' stance when not in said stance
Sea Turtle Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Sea Turtle' stance when not in said stance
Shark Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Shark' stance when not in said stance
Starfish Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Starfish' stance when not in said stance
Whale Essence- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor may choose to count as being in the 'Form of Whale' stance when not in said stance

Awards:
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Improved Essence Sphere: Seakeeper
Has Consumed 5 Greater Essence Sphere: Seakeeper

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The RM Learns:
Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor
Passively Release Pollen- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose to gain a 30% chance of inflicting Confusion on up to 60 targets at the start of each round
Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Advanced Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 60% Charm Resistance
Superior Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 80% Charm Resistance
Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
Focused Druid Magic Casting- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Druid Magic
Hengestone Bearer- (Passive Ability, Druid) Possessor may equip a Minor Hengestone or an antiquity with Hengsestone in its name with greater value than Minor Hengestone in an accessory slot to provide +2,000 MP
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Land's Protector- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Urban Druid- (Passive Ability, Druid) Possessor's Plant and Animal allies gain (+300 to all stats and +5% Dodge) if possessor possesses any Large Structure allies, Possessor may not gain the ability 'Angry About Civilization'
Thistle-Defying Passage- (Passive Ability, Druid) Possessor gains +500 Defense against Effects attached to Zones, Terrains, and Phantom Terrains, Effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 10 cannot inflict minor negative status effects on possessor and cannot deal non-Healing Damage to possessor
Adept Druid Magic Attunement- (Passive Ability, Druid) Druid Magic spells cost possessor 10,000 less MP to cast, Druid Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Druid Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Hengekeeper- (Passive Ability, Druid) If possessor has at least 10 Druid Magic spells equipped and possesses at least one Earth or Magic element Large Structure ally, possessor gains +5,000 to all stats and +50,000 MP as a non-stacking bonus, and possessor's allies who possesses the ability 'Druid' gain +2,500 to all stats as a bonus that stacks 7 times
Elder Druid's Timeless Body- (Passive Ability, Druid) Possessor gains Fatigued: Elderly Immunity, Possessor gains 100% Impaired Resistance, Possessor gains 100% Stat Drain Resistance, Possessor's Minor Status Effect Resistances are increased by +10%
Archdruid- (Passive Ability, Druid) Individuals who do not possess a name that includes 'Archdruid', do not possess an ability or Constant Effect whose name includes 'Archdruid', possess no ally who either has a name that includes 'Archdruid' or possesses an ability or Constant Effect whose name includes 'Archdruid', and are not Level 60 or greater may not cast Druid Magic spells without possessor's permission, Possessor gains +5,000 to all stats and +50,000 MP
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Soul
Hypnotist- (Passive Ability, Mentalist) Possessor's Fatigued and Fatigued: Asleep infliction chances are increased by 5% as a non-stacking bonus
Autohypnosis- (Active Ability, Mentalist) Possessor may spend an action to inflict Fatigued: Asleep on itself
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Nourished By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Knowledge
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Partially Unfettered by the Bonds of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Mindblasted: Too Much Information Resistance
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Empowered By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Knowledge
Uplifted By Knowledge- (Passive Ability, Other: Numinous Archivist) If possessor is Knowledge element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Knowledge
Detect Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +1% To Hit against Knowledge element targets
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Awards:
Has Consumed 5 Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Improved Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Greater Essence Sphere: Champion of the Upper Realms
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Demonologist
Has Consumed 5 Greater Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief

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Zweirugi learns:

Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Sunglasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Bowyer- (Passive Ability, Smith) Bows give +30 Ranged Attack
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Fletcher- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Bow equipped
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Motorcycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Motorcycle' in the name
Bicycle Rider- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Bicycle' in the name
Unicyclist- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Unicycle' in the name
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Cycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Cycle' in the name
Skateboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Skateboard' in the name
Snowboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Snowboard' in the name
Surfer- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
Boarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Board' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Nullify Truth- (Passive Ability, Analyst of the Absolute) Possessor may remove the element Truth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Truth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Truth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Truth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Paladin's Shield of Faith Stance- (Stance Ability, Paladin) 1/4 the Defense bonus provided by equipped Shields is added to possessor's Magical Attack for spells that heal or buff allies but have no negative effect for foes
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Purifying Slash- (Technique Ability, Swordsman) Possessor may use 'Purifying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light, gains +1,000 Melee Attack, and Demons, Devils, Daemons, Undead, and Darkspawn killed by said action cannot be resurrected by sources below Level 40.
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Humanoid Elf- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Elf' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Elf' Stance
Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid, is wielding a Mace or Hammer, and is in 'Form of Ogre' stance, possessor gains +800 Melee Attack and '30% inflicts Fatigued: Stun'
Pig-Orc- (Passive Ability, Warlord) If possessor is a Humanoid and is in 'Form of Orc' stance, Food consumables that heal possessor's HP do so by an additional 500 points
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Adept Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Humanoid summon, Possessor's unmodified stats increase by 200 points if possessor is a Humanoid

Awards:
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Superior Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Greater Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Last edited by Draconics on Sun Apr 25, 2021 3:40 am, edited 1 time in total.
Three of Swords: Draconics, Nirrechau Reccateu, Roulette Master, Zweirugi
Solo Operative: Silent One
Knights of the Orders: Reshol of SKY, Tensyre of SKY
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