Another Anathema Bonus Week Buy
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
Requires: A Titan Among Men, Unmatched Master's Competence
Cost: 3,000,000 Gold, 2 Weeks
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
Requires: Champion of the Tales, Known Across the Worlds
Cost: 3,000,000 Gold, 2 Weeks
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
Requires: Champion of the Tales
Cost: 1,000,000 Gold, 2 Weeks
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Requires: A Name Etched In History, Meditative Assumption of Glory
Cost: 5,000,000 Gold, 2 Weeks
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Requires: Empowered By The Stories, Level 20
Cost: 3,000,000 Gold, 2 Weeks
Absorb Glory- (Passive Ability, Other: Living Legend) Possessor Absorbs Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Adept Glory Synchronization- (Passive Ability, Other: Living Legend) Amounts of Glory element Damage possessor deals are increased by 10,000 points, Glory 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 Glory element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Living Legend, 50 other Living Legend Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Apprentice Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Glory
Cost: 200,000 Gold, 2 Weeks
Apprentice Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Glory
Cost: 125,000 Gold, 2 Weeks
Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Requires: Basic Defenses Against Glory
Cost: 100,000 Gold, 2 Weeks
Apprentice Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 5% Glory Resistance
Requires: Basic Glory Resistance
Cost: 200,000 Gold, 2 Weeks
Apprentice Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +100 to all stats
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 100,000 Gold, 2 Weeks
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Glory
Cost: 100,000 Gold, 2 Weeks
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Basic Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Glory Synchronization
Cost: 20,000 Gold, 2 Weeks
Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 1% Glory Resistance
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Requires: Basic Glory Synchronization
Cost: 40,000 Gold, 2 Weeks
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Requires: Legions Like Gnats Before You
Cost: 5,000,000 Gold, 5 Weeks
Control of Glory- (Passive Ability, Other: Living Legend) Possessor has a 20% chance of being able to cancel the actions of Glory element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Glory Manipulation
Cost: 500,000 Gold, 2 Weeks
Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Basic Glory Synchronization, Basic Defenses against Glory, Basic Weaponization of Glory
Cost: 200,000 Gold, 2 Weeks
Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Requires: Apprentice Divining Attunement, Basic Glory Synchronization
Cost: 100,000 Gold, 2 Weeks
Elemental Attack-Conversion: Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Attack-Conversion: Glory' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Glory element and no other technique is used. Said action becomes solely the element Glory.
Requires: Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Elemental Invocation of Glory- (Technique Ability, Other: Living Legend) Possessor may use 'Elemental Invocation of Glory' in conjunction with an 'Elemental Attack' action so long as possessor is Glory element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Glory
Cost: 200,000 Gold, 2 Week
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory 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 Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Requires: Legions Like Gnats Before You
Cost: 3,000,000 Gold, 2 Weeks
Glory Immunity- (Passive Ability, Other: Living Legend) Possessor gains Glory Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Glory Resistance, Living Legend, Level 20
Cost: 500,000 Gold, 2 Weeks
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Glory Synchronization, 5 other Living Legend abilities
Cost: 400,000 Gold, 3 Weeks
Greater Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 25,000 points
Requires: Improved Weaponization of Glory, Living Legend
Cost: 5,000,000 Gold, 2 Weeks
Improved Affinity to Healing Via Glory- (Passive Ability, Other: Living Legend) Whenever possessor obtains Glory element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Glory
Cost: 500,000 Gold, 2 Weeks
Improved Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Glory, Basic Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
Requires: Apprentice Defenses Against Glory, Basic Glory Resistance
Cost: 500,000 Gold, 2 Weeks
Improved Defenses that Utilize Glory- (Passive Ability, Other: Living Legend) Possessor gains +2,000 Defense if possessor has any Glory-element items equipped that provide a Defense bonus
Requires: Apprentice Glory Synchronization, Improved Defenses against Glory, Improved Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 10% Glory Resistance
Requires: Apprentice Glory Resistance, Basic Defenses against Glory
Cost: 500,000 Gold, 2 Weeks
Improved Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +250 to all stats
Requires: Improved Command of Glory, Apprentice Understanding of the Heart of Glory
Cost: 500,000 Gold, 2 Weeks
Improved Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Glory
Cost: 500,000 Gold, 2 Weeks
Infinite Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor gains the element Glory while in Living Legend stances
Requires: Meditative Assumption of Glory, Adept Glory Synchronization
Cost: 5,000,000 Gold, 2 Weeks
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Requires: Champion of the Tales, Scholar of Dimensions
Cost: 5,000,000 Gold, 2 Weeks
Legends Are Always Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, is unique, and dies, possessor may sacrifice possessor's buff slots to give a willing a buff that provides 3 buff slots that does not stack
Requires: Empowered by the Stories
Cost: 3,000,000 Gold, 2 Weeks
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Requires: Empowered By The Stories
Cost: 2,000,000 Gold, 2 Weeks
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Requires: Cannot Die A Mundane Death, A Legend Unequaled, Legends Do Not Falter, The Stories Remember What Is Gone, Uplifted By Glory, Nourished By Glory, Empowered By Glory, Meditative Assumption of Glory, Level 40
Cost: 15,000,000 Gold, 2 Weeks
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Requires: A Titan Among Men, Apprentice Weaponization of Glory, Living Legend
Cost: 2,000,000 Gold, 2 Weeks
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Requires: Basic Glory Synchronization
Cost: 1,000,000 Gold, 10 Weeks
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Requires: Footnotes Without Consequence, Level 40
Cost: 5,000,000 Gold, 2 Weeks
Nourish Glory- (Passive Ability, Other: Living Legend) Whenever possessor deals HP or MP healing to an Glory element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Glory, Nourished by Glory
Cost: 200,000 Gold, 2 Weeks
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
Nullify Glory- (Passive Ability, Other: Living Legend) Possessor may remove the element Glory from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Glory-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Glory-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Glory from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Requires: Adept Glory Synchronization
Cost: 10,000,000 Gold, 2 Weeks
Predict the Flow of Glory- (Passive Ability, Other: Living Legend) Possessor gains +5% Dodge against Glory element individuals
Requires: Improved Defenses Against Glory, Improved Understanding of the Heart of Glory, Defenses that Utilize Glory
Cost: 200,000 Gold, 2 Weeks
Project Glory- (Passive Ability, Other: Living Legend) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Glory
Requires: Improved Weaponization of Glory
Cost: 3,000,000 Gold, 2 Weeks
Reflect Glory- (Passive Ability, Other: Living Legend) Possessor Reflects Glory against sources below Level 20 if Level 20 or greater
Requires: Glory Immunity
Cost: 500,000 Gold, 2 Weeks
Stability Within Glory- (Passive Ability, Other: Living Legend) Possessor gains 25% minor negative status effect resistance while in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory, Defenses that Utilize Glory
Requires: 500,000 Gold, 2 Weeks
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
Requires: Legends Do Not Falter
Cost: 3,000,000 Gold, 2 Weeks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Requires: Armed With Legends
Cost: 5,000,000 Gold, 2 Weeks
Understanding of the Bonds of Glory- (Passive Ability, Other: Living Legend) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Glory element individual
Requires: Improved Understanding of the Heart of Glory
Cost: 200,000 Gold, 2 Weeks
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Requires: Basic Understanding of the Heart of Glory
Requires: 200,000 Gold, 2 Weeks
Straight-up out of pocket, no spheres, all generic.
130 of her 143 Bonus Weeks, leaving a mere 13. RIP, I barely knew ye.
103,565,000 Gold. El pays, again.
15 Spheres from Celas, 30 Purity from Dulcinea again.
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Requires: Combat Arts Casting I
Cost: 100,000 Gold, 2 Weeks
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Requires: Combat Arts Casting II, Apprentice Combat Arts Attunement
Cost: 60,000 Gold, 2 Weeks
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks
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.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks
This costs 22 Weeks, the remaining 2 come from her Generic Bonus Week stash, leaving 11.
Costs: 6,530,000 Gold.
She starts training in real time, on Track A:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells 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 Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Warrior, 50 other Warrior Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 4 Weeks
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Requires: Basic Combat Arts Attunement
Cost: 5,000,000 Gold, 8 Weeks
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Requires: Apprentice Combat Arts Attunement
Cost: 175,000 Gold, 3 Weeks
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Requires: Crisis Zone, Level 20
Cost: 700,000 Gold, 2 Weeks
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Requires: Crisis Zone
Cost: 140,000 Gold, 2 Weeks
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Requires: Crisis Zone
Cost: 70,000 Gold, 2 Weeks
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Requires: Basic Combat Arts Attunement, Level 10
Cost: 100,000 Gold, 2 Weeks
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Requires: Basic Combat Arts Attunement, Basic Merchant Proficiency
Cost: 100,000 Gold, 3 Weeks
Melee Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack action that deals HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, action, up to 10 times per round
Requires: Earth Chaser (Melee), Air Chaser (Melee), Fire Chaser (Melee), Water Chaser (Melee), Light Chaser (Melee), Darkness Chaser (Melee), Physical Chaser (Melee), Psychic Chaser (Melee), Magic Chaser (Melee), Technology Chaser (Melee), Electrical Chaser (Melee), Acid Chaser (Melee), Ice Chaser (Melee)
Cost: 125,000 Gold, 3 Weeks
Acid Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Acid element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Acid element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Acid element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Air Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Air element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Air element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Air element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Earth Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Earth element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Earth element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Earth element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Electrical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Electrical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Electrical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Electrical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Ice Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Ice element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Ice element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Ice element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Requires: Apprentice Combat Arts Attunement
Cost: 125,000 Gold, 3 Weeks
Takes 104 Weeks, Finishing on X
Costs 11,470,000 Gold. El pays that, too.
She starts training in real-time on Track B:
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorporated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Requires: Blades of the Wolf Pack, Wolf Takedown, Howling Rage, Wolf Hunts With Allies, Wolf's Sudden Lunge
Cost: 500,000 Gold, 2 Weeks
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Requires: Wolf Style, Warrior, Swordsman
Cost: 200,000 Gold, 2 Weeks
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Requires: Wolf Style
Cost: 200,000 Gold, 2 Weeks
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Requires: Elementalist, Pyromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Requires: Raging Flame Style
Cost: 700,000 Gold, 2 Weeks
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Requires: Inferno Explosion Strike, Flame-Limned War Arts, Flame Wheel Kick, Flame-Stoking Jab Flurry, Exhale Shield of Blistering Flames
Cost: 1,000,000 Gold, 2 Weeks
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Requires: Diviner, Shrine Maiden, Level 20, Having mastered a Second-Degree Martial Art
Cost: 1,000,000 Gold, 2 Weeks
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Requires: Oracle's Iris Style
Cost: 12,000,000 Gold, 2 Weeks
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Requires: Revelation-Mirror Blow, Awakened Mind Guiding Hand, Third-Eye Inevitable Strike, Blinding the Supernal, Oracular Combat Practices
Cost: 25,000,000 Gold, 2 Weeks
Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Requires: Snake Style
Cost: 200,000 Gold, 2 Weeks
Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Requires: Black Belt, Monk
Cost: 100,000 Gold, 2 Weeks
Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
Requires: Snake Style, Warrior, Shadow Blade
Cost: 200,000 Gold, 2 Weeks
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Monk, 50 other Monk Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks
Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats and gains the element Glory.
Requires: Living Legend, Adept Monk, Level 40, Having mastered a Third-Degree Martial Art
Cost: 25,000,000 Gold, 2 Weeks
Shield of Shining Legends- (Technique Ability, Monk) Possessor may use 'Shield of Shining Legends' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Unconquered Master Style' stance. Said action provides its performer with a non-stacking buff that provides +(1,000 * its performer's Fame, to a max of 100 Fame) Defense while its possessor is Glory element that lasts a number of rounds equal to its source's Fame.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Single Killing Blow- (Technique Ability, Monk) Possessor may use 'Single Killing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action, to a max of once per battle, if targeting a single opposing target (inflicts Instant Death on its target if said target is non-unique and deals 100,000,000 additional Damage to its target if its target is unique).
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Final Triumph Impact- (Technique Ability, Monk) Possessor may use 'Final Triumph Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack and applies a debuff to entities that it kills that makes them unable to be resurrected by sources of lower Level than its performer that are below Level 80, with said debuff being unable to be removed by sources of lower Level than its creator that are below Level 80.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Body of Legends- (Passive Ability, Monk) Possessor gains +1,000,000 to all stats and is Immune to entities below Level 40 while in 'Unconquered Master Style' stance.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Army-Destroying Strike- (Technique Ability, Monk) Possessor may use 'Army-Destroying Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack, cannot target unique opponents of its caster, targets all non-unique opponents of its caster, unsummons all of its targets, and has a 50% chance of inflicting Instant Death on non-unique targets of lower Level than its performer.
Requires: Unconquered Master Style
Cost: 50,000,000 Gold, 2 Weeks
Master of Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats while in 'Unconquered Master Style' stance, possessor counts as possessing 7 additional Living Legend abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Requires: Single Killing Blow, Shield of Living Legends, Army-Destroying Strike, Final Triumph Impact, Body of Legends
Cost: 100,000,000 Gold, 2 Weeks
Unconquered Master Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Sword while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Unconquered Master Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Unconquered Master Style'.
Requires: Unconquered Master Style, Adept Combat Arts Training, Adept Sword Training
Cost: 50,000,000 Gold, 2 Weeks
Costs: 523,200,000 Gold
Takes: 74 Weeks.
Track A finishes on 2025-06-11
Track B Finishes on 2024-11-13
This post costs El, in total: 644,765,000 Gold.
She also gains the awards:
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Attunement Book: Warrior