Ability Shop

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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 »

Ability declarations! Just so the wheels are spinning while we're back to being official. This assuming the previous ability shop clean-up posts conclude as planned. None of this is updated in the slightest, and is just being declared.

Nira/Zweirugi/SO/RM Track A:
Site re-launch reduced rate stuff!
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Requires: Elemental Researcher, Doombringer, Transmuter, Theoretical Mage-Scientist, Summoner of Beasts Unheard
Cost: 5,000,000 Gold, 3 Weeks (COSTS ONLY 2 WEEKS)

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.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks (COSTS ONLY 1 WEEK)

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.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks (COSTS ONLY 1 WEEK)

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.
Requires: Comprehension of Horrid Elements Yet Unseen, Wanderer, Channeler, Enchanter
Cost: 5,000,000 Gold, 5 Weeks (COSTS ONLY 1 WEEK)


Draconics Track A:
Some extra murder arts stuff:
Murder Arts Casting I- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 20 less HP or MP to cast
Requires: Basic Murder Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Murder Arts Casting II- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 200 less HP or MP to cast
Requires: Murder Arts Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Murder Arts Attunement- (Passive Ability, Slasher) Possessor gains +500 Melee Attack, Murder Arts spells cost possessor 50 less HP or MP to cast, Murder Arts spells that possess a Melee Attack bonus have said bonus increased by +50 when cast by possessor
Requires: Basic Murder Arts Attunement, 3 other Slasher abilities
Cost: 125,000 Gold, 2 Weeks

Focused Murder Arts Casting- (Passive Ability, Other: Slasher) Murder Arts spells cost possessor 200 less HP or MP to cast if the only subtype of spell possessor has equipped is Super Power
Requires: Murder Arts Casting II, Apprentice Murder Arts Attunement
Cost: 60,000 Gold, 2 Weeks


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

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

SO Track B:
IF APPROVED:
Expert Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Shapeshifter pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Shapeshifter
Requires: Adept Flux Baron Knowledge, 100 other Flux Baron abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks


RM Track B:
CHAOS STUFF:
Basic Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 to all stats while in a Zone of Chaos
Requires: Basic Chaos Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Requires: Basic Zonal Acclimation of Chaos
Cost: 30,000 Gold, 1 Week

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

Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Requires: Apprentice Zonal Acclimation of Chaos
Cost: 500,000 Gold, 2 Weeks

Basic Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +10 to all stats
Requires: Basic Command of Chaos
Cost: 40,000 Gold, 2 Weeks

Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos 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 Chaos
Requires: Basic Understanding of the Heart of Chaos
Requires: 200,000 Gold, 2 Weeks

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

Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Requires: Empowered by Chaos, Nourished by Chaos, Improved Zonal Acclimation of Chaos
Cost: 1,000,000 Gold, 2 Weeks

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

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


Zweirugi Track B:
Archer stuff -> Samurai!
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Requires: Basic Bow Training
Cost: 40,000 Gold, 2 Weeks

Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'
Requires: Basic Bow Training
Cost: 250,000 Gold, 2 Weeks

Dud Arrow- (Technique Ability, Archer) Possessor may use 'Dud Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Archer equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Requires: Apprentice Bow Training
Cost: 10,000 Gold, 1 Week

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

Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks

Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks

Human-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Human-Hunting 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 +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Humanoid-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Hunting 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 +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Bow Training
Cost: 300,000 Gold, 2 Weeks

Arrow Mastery- (Passive Ability, Archer) Technique Abilities from the Archer class whose name includes 'Arrow' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Requires: 5 Archer abilities that are Techniques whose name contains 'Arrow'
Cost: 5,000,000 Gold, 5 Weeks

Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Requires: Apprentice Bow Training, 10 other Archer abilities
Cost: 125,000 Gold, 4 Weeks

Samurai- (Passive Ability, Kensei) Possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Defense
Requires: Swordsman, Archer, Guardian, Kensei
Cost: 2,000,000 Gold, 2 Weeks
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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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Dulcinea makes a plan to SPEND SOME WEEKS OF BONUSING, but first some Essence Spheres of the basic, Improved, and Greater sorts must be made.
Using Expert Geomancer from Volatilis, Adept Geomancer from herself, and Umbramancer from Celas, Dulcinea makes 5 Essence Sphere: Umbramancer, 5 Improved Essence Sphere: Umbramancer, and 5 Greater Essence Sphere: Umbramancer using 15 Essence Spheres.
Using Basic Power Armor Mastery from herself, she makes 2 Essence Sphere: Power Trooper from 2 Essence Spheres.
Using Adept Spatial Mage from Volatilis and Basic Shadow Duke Knowledge from herself once purchased with Bonus Weeks, she makes 5 Essence Sphere: Shadow Duke and 30 Improved Essence Sphere: Shadow Duke, of which 25 are then converted using Apprentice Shadow Duke Knowledge into 5 Greater Essence Sphere: Shadow Duke.

Using Umbramancer from Celas, Dulcinea also makes 5 Attunement Book: Umbramancer using 30 Purity.
~CONJURER~ [2]
Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjurer) Possessor may count Elementalist abilities possessor possesses as Conjurer abilities (including for prerequisite purposes), Possessor may count Conjurer abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)
Requires: Elementalist, Conjurer, Blazing Sultan, Mountain King, Ocean Prince, Wind Duke
Cost: 5,000,000 Gold, 2 Weeks


~EBON CHANCELLOR~ [72-25 = 47]
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Requires: Darkness Immunity
Cost: 500,000 Gold, 2 Weeks

Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Ebon Chancellor, 50 other Ebon Chancellor Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks

Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Requires: Basic Darkness Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Requires: Basic Defenses Against Darkness
Cost: 100,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks

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

Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks

Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Darkness, Emanate Darkness
Cost: 300,000 Gold, 2 Weeks

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

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

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

Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Requires: Apprentice Divining Attunement, Basic Darkness Synchronization
Cost: 100,000 Gold, 2 Weeks

Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks

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.
Requires: Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Darkness
Cost: 200,000 Gold, 2 Week

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

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

Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks

Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness 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 Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Requires: Apprentice Defenses Against Darkness, Basic Darkness Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Requires: Apprentice Darkness Synchronization, Improved Defenses against Darkness, Improved Weaponization of Darkness
Cost: 500,000 Gold, 2 Weeks

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

Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Requires: Apprentice Zonal Acclimation of Darkness
Cost: 500,000 Gold, 2 Weeks

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.
Requires: Elemental Attack-Conversion: Darkness
Cost: 500,000 Gold, 2 Weeks

Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks

Zonal Darkness Control- (Passive Ability, Ebon Chancellor) Possessor may, at the start of each round, choose one Zone of Darkness 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
Requires: Control of Darkness, Improved Zonal Acclimation of Darkness
Cost: 1,000,000 Gold, 2 Weeks


~ELEMENTALIST~ [104]
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Requires: Purity of Air
Cost: 225,000 Gold, 4 Weeks

Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Requires: Envoy of Air
Cost: 111,000 Gold, 2 Weeks

Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Cost: 111,000 Gold, 2 Weeks

Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Requires: Envoy of Fire
Cost: 111,000 Gold, 2 Weeks

Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sky Beasts
Cost: 95,000 Gold, 3 Weeks

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
Requires: Ally of the Cavern Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Flame Beasts
Cost: 95,000 Gold, 3 Weeks

Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Requires: Ally of the Sea Beasts
Cost: 95,000 Gold, 3 Weeks

Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Requires: Apprentice Elemental Magic Training, 10 other Elementalist abilities
Cost: 125,000 Gold, 4 Weeks

Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Requires: Basic Elemental Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Requires: Aura of Earth
Cost: 250,000 Gold, 3 Weeks

Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Requires: Aura of Fire
Cost: 250,000 Gold, 3 Weeks

Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Requires: Aura of Air
Cost: 250,000 Gold, 3 Weeks

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
Requires: Hand of Glittering Mineral
Cost: 80,000 Gold, 2 Weeks

Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Requires: Hand of Dancing Fire
Cost: 80,000 Gold, 2 Weeks

Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Requires: Hand of Open Sky
Cost: 80,000 Gold, 2 Weeks

Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air 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 Suffocation
Requires: Envoy of Air
Cost: 80,000 Gold, 2 Weeks

Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Requires: Hand of Flame
Cost: 70,000 Gold, 2 Weeks

Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire 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 Burning
Requires: Envoy of Fire
Cost: 80,000 Gold, 2 Weeks

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
Requires: Hand of Unbroken Stone
Cost: 80,000 Gold, 2 Weeks

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
Requires: Envoy of Earth
Cost: 80,000 Gold, 2 Weeks

Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Requires: Hand of Cloud
Cost: 70,000 Gold, 2 Weeks

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
Requires: Hand of Gravel
Cost: 70,000 Gold, 2 Weeks

Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Requires: Purity of Water
Cost: 225,000 Gold, 4 Weeks

Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Requires: Hand of Blustering Wind
Cost: 80,000 Gold, 2 Weeks

Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Requires: Project Mini Tornados, Float Upon the Levitating Wind, Caller of the Air Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

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
Requires: Form Metal Guardian Orbs, Ever-Present Earthen Dome, Caller of the Earth Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Requires: Toss Flame Globes, Flaming Pillar of Self, Caller of the Fire Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Requires: Aquatic Lancing, Aqueous Column of Protection, Caller of the Water Spirits, Apprentice Elemental Magic Attunement
Cost: 180,000 Gold, 3 Weeks

Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Requires: Purity of Fire
Cost: 225,000 Gold, 4 Weeks

Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Requires: Envoy of Earth
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Requires: Envoy of Fire
Cost: 11,000 Gold, 3 Weeks

Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Requires: Envoy of Air
Cost: 11,000 Gold, 3 Weeks

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
Requires: Purity of Earth
Cost: 225,000 Gold, 4 Weeks

Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Requires: Hand of Blazing Flame
Cost: 80,000 Gold, 2 Weeks


~FRIENDSHIP~ [12]
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
Requires: Speak the Tongue of Earths
Cost: 11,000 Gold, 3 Weeks

Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Requires: Speak the Tongue of Flames
Cost: 11,000 Gold, 3 Weeks

Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Requires: Speak the Tongue of Skies
Cost: 11,000 Gold, 3 Weeks

Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Requires: Speak the Tongue of Waves
Cost: 11,000 Gold, 3 Weeks


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


~POWER TROOPER~ [2-2 = 0]
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks


~RADIANT HIEROPHANT~ [5-5 = 0]
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Requires: Radiant Hierophant, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks


~UMBRAMANCER~ [37-20 = 17]
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow 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 Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Umbramancer, 50 other Umbramancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks

Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

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

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

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

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

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks


~WIND DUKE~ [4]
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Air Synchronization, 10 other Wind Duke abilities
Cost: 125,000 Gold, 4 Weeks


~OTHER: INFINITY DESIGNER~ [15-15 = 0]
Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Progress
Cost: 100,000 Gold, 2 Weeks

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

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

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

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

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

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


~OTHER: SHADOW DUKE~ [23-15 = 8]
Adept Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Umbral summon, Possessor's unmodified stats increase by 200 points if possessor is an Umbral
Requires: Shadow Duke, 50 other Shadow Duke Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

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

Basic Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Adept Darkness Synchronization
Cost: 5,000,000 Gold, 5 Weeks

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

Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Wisdom
Cost: 5,000,000 Gold, 2 Weeks


~OTHER: THERMONUCLEAR DISCIPLE~ [22-20]
Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Requires: Atomic Immunity
Cost: 500,000 Gold, 2 Weeks

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

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

Empowered By Atomic- (Passive Ability, Thermonuclear Disciple) If possessor is Atomic 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 Atomic
Requires: Basic Understanding of the Heart of Atomic
Requires: 200,000 Gold, 2 Weeks

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

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

Uplifted By Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Atomic
Requires: Basic Understanding of the Heart of Atomic
Requires: 200,000 Gold, 2 Weeks
-------------------------------------------------------------------

Dulcinea spends
25 Ebon Chancellor Weeks
5 Radiant Hierophant Weeks
20 Umbramancer Weeks
15 Infinity Designer Weeks
15 Shadow Duke Weeks
20 Thermonuclear Disciple Weeks
200 Bonus Weeks
52 Essence Sphere: Botanist
30 Purity
189,698,000 Gold

Dulcinea gains
Has Consumed 5 Attunement Book: Umbramancer
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Consumed 5 Essence Sphere: Shadow Duke
Has Consumed 5 Improved Essence Sphere: Shadow Duke
Has Consumed 5 Greater Essence Sphere: Shadow Duke

and the award
Has Consumed 2 Essence Sphere: Power Trooper

becomes
Has Consumed 4 Essence Sphere: Power Trooper

NOTE: This queue completes immediately, as all weeks costs have been paid.

An error has been made in this post. Dulcinea is deducted 2 additional Bonus Weeks and 125,000 Gold and gains Apprentice Divining Attunement

This post, only, has been ~UPDATED~
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

The Nottest of Daves wrote: Sat Mar 27, 2021 2:33 am Dulcinea makes a plan to SPEND SOME WEEKS OF BONUSING...
This post contains all prerequisites for the following training queue not already present on Dulcinea's sheet.

Track A
GATEKEEPING wrote: ~MASTER OF MONSTERS~
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Requires: Monster Traits, Level 20
Cost: 2,000,000 Gold, 2 Weeks

Manticore Essence- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose to count as being in the 'Form of Manticore' stance when not in said stance
Requires: Form of Manticore, Apprentice Flux Baron Knowledge, Basic Binder Knowledge
Cost: 200,000 Gold, 2 Weeks

Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Requires: Manticore Tail
Cost: 2,000,000 Gold, 2 Weeks

Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Requires: Form of Manticore
Cost: 2,000,000 Gold, 2 Weeks

Manticore Venom- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains 60% inflicts Poison, 60% inflicts Poison: Numbing Agent, 60% inflicts Poison: Atrophying Toxin, 60% inflict Poison: Slow-Acting Poison, 30% inflicts Paralyzed, 30% inflicts Stat Drain, 30% inflicts Stat Drain: ATK Drain, 30% inflicts Stat Drain: DEF Drain, 60% inflicts Pain, 60% inflicts Pain: Wracked, 30% inflicts Impaired, 30% inflicts Impaired: Blind, 30% inflicts Impaired: Defened, 30% inflicts Impaired: Slow, 30% inflicts Impaired: Silence, and ignores the Immunities to minor negative status effects of individuials below Level 20
Requires: Manticore Spines
Cost: 6,000,000 Gold, 2 Weeks

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
Requires: Apprentice Master of Monsters Knowledge, 10 other Master of Monsters abilities
Cost: 125,000 Gold, 4 Weeks


~OTHER: GATEKEEPER~
Emerald-Soul Kaiju- (Passive Ability, Other: Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Requires: Thermonuclear Disciple, Outsider Traits, Monster Traits, Master of Monsters, Level 20
Cost: 20,000,000 Gold, 2 Weeks

Tester of Realities- (Passive Ability, Other: Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Requires: Gatekeeper, Outsider Traits, Infinity Designer, Level 40
Cost: 100,000,000 Gold, 2 Weeks


~OTHER: INFINITY DESIGNER~
Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
Requires: Basic Progress Synchronization
Cost: 1,000,000 Gold, 10 Weeks

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


TO COMPLETE IN 29 WEEKS ON 2021-10-15
GREAT ATOMIC POWER wrote: ~ELEMENTALIST~
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells 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 Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Elementalist, 50 other Elementalist Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


~OTHER: THERMONUCLEAR DISCIPLE~
Active Radiation Field- (Stance Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, individuals in the same battlespace as possessor (including possessor) have a 30% chance of being afflicted with Poison: Irradiated at the start of each round, and possessor may choose to deal 30,000 Flat Atomic element Damage to any individual who conducts an offensive action that targets possessor at the end of said action
Requires: Meditative Assumption of Atomic, Radiation-Proof
Cost: 3,000,000 Gold, 2 Weeks

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

Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Requires: Basic Atomic Synchronization
Cost: 40,000 Gold, 2 Weeks

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

Empowered by Radiation- (Passive Ability, Other: Thermonuclear Disciple) Possessor's unmodified stats are increased by 200 while possessor is Atomic element and afflicted with Poison: Irradiated
Requires: Empowered By Atomic, Uplifted by Atomic, Radiation-Proof, Meditative Assumption of Atomic, Absorb Atomic
Cost: 3,000,000 Gold, 2 Weeks

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

Irradiated Magic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack
Requires: Apprentice Weaponization of Atomic, Atomic Manipulation, Thermonuclear Disciple, Wizard OR Priest
Cost: 5,000,000 Gold, 2 Weeks

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

Radiation Intensification- (Passive Ability, Other: Thermonuclear Disciple) Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
Requires: Apprentice Atomic Synchronization
Cost: 10,000,000 Gold, 2 Weeks

TO COMPLETE IN 29 WEEKS ON 2021-10-15
Costing 165,890,000 Gold
1 Master of Monsters Week


This post, only, has been ~UPDATED~
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Enrica declares that Channeler is now one of her Core Classes!

She borrows 15 essence spheres from Dulcinea, bouncing them off Volatilis's Expert Wanderer and Dulcinea's Adept Geomancer and name-rank Channeler to make 5 Basic, Improved and Greater Essence Sphere: Channeler.

She also takes 30 Purity from Dulcinea to make 5 Attunement Book: Channeler
~CHANNELER~
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
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks

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

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

Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week

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
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks

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
Requires: Apprentice Channeler Attunement, Basic Understanding of Entity Mana Patterns
Cost: 200,000 Gold, 3 Weeks

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
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks

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


~SCHOLAR~

Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

TO COMPLETE IN 2 WEEKS ON 2021-04-09
Costing Dulcinea
15 Essence Sphere Botanist
30 Purity
10,850,000 Gold

Enrica gains the following awards:
Has Consumed 5 Attunement Book: Channeler

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


This post, only, has been ~UPDATED~
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Lurky also has some training to do!

He uses the same combos as Enrica to get:

15 Essence Spheres -> 5 Essence Sphere: Channeler, 5 Improved Essence Sphere: Channeler, 5 Greater Essence Sphere: Channeler
30 Purity -> 5 Attunment Book: Channeler
~CHANNELER~ [24-20]
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
Requires: Basic Channeling Attunement, 3 other Channeler abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Basic Zonal Element Channeling Linkup
Cost: 50,000 Gold, 2 Weeks

Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week

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

Basic 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
Requires: Basic Channeler Attunement
Cost: 80,000 Gold, 2 Weeks

Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

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

Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Requires: Apprentice Channeler Attunement, Basic Understanding of Entity Mana Patterns
Cost: 200,000 Gold, 3 Weeks

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
Requires: Basic Linkup Mastery, Any five abilities from Element-based classes
Cost: 80,000 Gold, 2 Weeks

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
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks


~DIVINER~ [2]
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks


~MAGEWRIGHT~ [6-1]
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Apprentice Magewright Proficiency, 10 other Magewright abilities
Cost: 125,000 Gold, 4 Weeks

Tomecaster Stance- (Stance Ability, Magewright) Possessor may equip Tome Accessories that possess Magical Attack bonuses as Book Weapons.
Requires: Apprentice Magewright Proficiency, Apprentice Book Training, Magically Charge Tome, Tomecast Spell, Supporting Passage, Relevant Quotation
Cost: 5,000,000 Gold, 2 Weeks


~MONK~ [4-3]
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities
Cost: 125,000 Gold, 4 Weeks


~SCHOLAR~ [4]
Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Requires: Basic Book Training
Cost: 10,000 Gold, 2 Weeks

Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Requires: Basic Book Training, 5 Base AGI, 5 Base MIN
Cost: 60,000 Gold, 2 Weeks

TO COMPLETE IN 16 WEEKS ON 2021-07-16
Costing Dulcinea
15 Essence Sphere Botanist
30 Purity

Costing Lurky
6,310,000 Gold
1 Magewright Week
3 Monk Weeks

Lurky gains the following awards:
Has Consumed 5 Attunement Book: Channeler

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


This post, only, has been ~UPDATED~
Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Cleaning up some ability queues that didn't make the jump over.

Roy's Track A Finished:
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Requires: Robe Wearer I
Cost: 60,000 Gold, 2 Weeks

Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Requires: Robe Wearer 1, Bearer of Mystic Vestments
Cost: 60,000 Gold, 2 Weeks

Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Requires: Apprentice Robe Mastery
Cost: 70,000 Gold, 2 Weeks

Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Requires: Apprentice Robe Mastery, 10 other Seer abilities
Cost: 125,000 Gold, 4 Weeks

---

Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Requires: Basic Disease Amplification
Cost: 75,000 Gold, 3 Weeks

Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action
Requires: Basic Blight Magic Attunement
Cost: 45,000 Gold, 3 Weeks

Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Requires: Apprentice Blight Magic Training, 10 other Blight Druid abilities
Cost: 125,000 Gold, 4 Weeks

---


Locust Maw- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's first Damage-dealing attack to each Plant each round deals 2,500 additional Damage
Requires: Insect Traits
Cost: 60,000 Gold, 1 Week

Form of Mosquito- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 Melee Attack
Requires: Insect Traits
Cost: 100,000 Gold, 2 Weeks

Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Requirements: Insect Traits
Cost: 600,000 Gold, 2 Weeks

Mosquito Needle- (Technique Ability, Vermin Master) Possessor may use 'Mosquito Needle' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action if possessor is an Insect. Said action gains +300 Melee Attack and deals HP Drain.
Requires: Mosquito Proboscis
Cost: 300,000 Gold, 2 Weeks

Mosquito Nose- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 160% To Hit against targets that are afflicted with Wounded: Bleeding
Requires: Mosquito Proboscis, Form of Mosquito, Mosquito Needle
Cost: 300,000 Gold, 2 Weeks

Mosquito's Thirst- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 5,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 200 points
Requirements: Mosquito Proboscis
Cost: 500,000 Gold, 2 Weeks

Thirsty Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 1,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 20 points
Requires: Mosquito's Thirst OR Form of Butterfly OR Form of Moth
Cost: 200,000 Gold, 2 Weeks

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


on August 23, 2019.

His Track B finished:
Expert Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Blood Magic Attunement, 100 other Hemotheurge Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks


On April 21, 2019.

Ave finished:
Basic Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Nobility Synchronization
Cost: 20,000 Gold, 1 Weeks

Basic Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +50 to all stats
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +50 Defense against Nobility
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 1% Nobility Resistance
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 50 points
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +50 to all stats while in a Zone of Nobility
Requires: Basic Nobility Synchronization
Cost: 40,000 Gold, 1 Weeks

Basic Acceleration Within Nobility's Dominion- (Passive Ability, Other: Noble) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Nobility
Requires: Basic Zonal Acclimation of Nobility
Cost: 30,000 Gold, 1 Week

Apprentice Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Nobility
Cost: 200,000 Gold, 1 Weeks

Apprentice Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility 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 Nobility
Cost: 125,000 Gold, 1 Weeks

Apprentice Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense against Nobility
Requires: Basic Defenses Against Nobility
Cost: 100,000 Gold, 1 Weeks

Apprentice Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 5% Nobility Resistance
Requires: Basic Nobility Resistance
Cost: 200,000 Gold, 1 Weeks

Apprentice Nobility Synchronization- (Passive Ability, Noble) Possessor gains +50 to all stats for each Nobility element item equipped, Possessor's Nobility element pets and summons gain +250 to all stats
Requires: Basic Nobility Synchronization, 3 other Noble abilities
Cost: 125,000 Gold, 1 Weeks

Apprentice Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +100 to all stats
Requires: Apprentice Command of Nobility, Basic Understanding of the Heart of Nobility
Cost: 100,000 Gold, 1 Weeks

Apprentice Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Nobility
Cost: 100,000 Gold, 1 Weeks

Apprentice Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility
Requires: Basic Zonal Acclimation of Nobility
Cost: 100,000 Gold, 1 Weeks

Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Requires: Basic Nobility Synchronization, Basic Defenses against Nobility, Basic Weaponization of Nobility
Cost: 200,000 Gold, 1 Weeks

Empowered By Nobility- (Passive Ability, Noble) If possessor is Nobility 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 Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 1 Weeks

Improved Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 5,000 points
Requires: Apprentice Affinity to Healing Via Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility 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 Nobility, Basic Understanding of the Heart of Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +5,000 Defense against Nobility
Requires: Apprentice Defenses Against Nobility, Basic Nobility Resistance
Cost: 500,000 Gold, 1 Weeks

Improved Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 10% Nobility Resistance
Requires: Apprentice Nobility Resistance, Basic Defenses against Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +250 to all stats
Requires: Improved Command of Nobility, Apprentice Understanding of the Heart of Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +1,000 to all stats while in a Zone of Nobility
Requires: Apprentice Zonal Acclimation of Nobility
Cost: 500,000 Gold, 1 Weeks

Improved Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +2,000 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Requires: Apprentice Nobility Synchronization, Improved Defenses against Nobility, Improved Weaponization of Nobility
Cost: 500,000 Gold, 1 Weeks

Elemental Attack-Conversion: Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Nobility element and no other technique is used. Said action becomes solely the element Nobility.
Requires: Improved Weaponization of Nobility
Cost: 500,000 Gold, 1 Weeks

Nonsynchronous Elemental Attack-Conversion: Nobility- (Passive Ability, Other: Noble) Possessor may use the Technique 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Nobility element.
Requires: Elemental Attack-Conversion: Nobility
Cost: 500,000 Gold, 1 Weeks

Noble- (Passive Ability, Other: Noble) Possessor ignores (1 * (Possessor Level/5), rounded down)% Nobility Resistance, Possessor ignores Nobility Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Nobility Synchronization, 10 other Noble abilities
Cost: 100,125,000 Gold, 1 Weeks

Noblesse Oblige- (Passive Ability, Other: Noble) If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals
Requires: Apprentice Understanding of the Heart of Nobility
Cost: 15,000,000 Gold, 1 Week

Nourish Nobility- (Passive Ability, Other: Noble) Whenever possessor deals HP or MP healing to an Nobility element individual, possessor deals 300 additional points
Requires: Apprentice Affinity to Healing Via Nobility, Nourished by Nobility
Cost: 200,000 Gold, 1 Weeks

Nourished By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 1 Weeks

Predict the Flow of Nobility- (Passive Ability, Other: Noble) Possessor gains +5% Dodge against Nobility element individuals
Requires: Improved Defenses Against Nobility, Improved Understanding of the Heart of Nobility, Apprentice Defenses that Utilize Nobility
Cost: 200,000 Gold, 1 Weeks

Project Nobility- (Passive Ability, Other: Noble) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
Requires: Improved Weaponization of Nobility
Cost: 3,000,000 Gold, 1 Weeks

Prosperous Venting of Excess Nobility- (Passive Ability, Other: Noble) If possessor is Nobility element and performs an 'Elemental Attack' action that is solely Nobility element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Nobility
Cost: 500,000 Gold, 1 Weeks

Nobility Immunity- (Passive Ability, Other: Noble) Possessor gains Nobility Immunity against sources below Level 20 if Level 20 or greater
Requires: Improved Nobility Resistance, Noble, Level 20
Cost: 500,000 Gold, 1 Weeks

Absorb Nobility- (Passive Ability, Other: Noble) Possessor Absorbs Nobility against sources below Level 20 if Level 20 or greater
Requires: Nobility Immunity
Cost: 500,000 Gold, 1 Weeks

Understanding of the Bonds of Nobility- (Passive Ability, Other: Noble) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Nobility element individual
Requires: Improved Understanding of the Heart of Nobility
Cost: 200,000 Gold, 1 Weeks

Uplifted By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Nobility
Requires: Basic Understanding of the Heart of Nobility
Requires: 200,000 Gold, 1 Weeks

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

Control of Nobility- (Passive Ability, Other: Noble) Possessor has a 20% chance of being able to cancel the actions of Nobility element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Nobility Manipulation
Cost: 500,000 Gold, 1 Weeks

Emanate Nobility- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Requires: Absorb Nobility, Nobility Manipulation
Cost: 100,000 Gold, 1 Weeks

Call Forth the Living Nobility- (Active Ability, Other: Noble) Possessor may spend an action to summon 5 Elementals that are Nobility element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Nobility, Emanate Nobility
Cost: 300,000 Gold, 1 Weeks

Away, Peasants- (Passive Ability, Other: Noble) If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element
Requires: Defenses that Utilize Nobility, Basic Understanding of the Heart of Nobility
Cost: 5,000,000 Gold, 1 Week

Elemental Invocation of Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Invocation of Nobility' in conjunction with an 'Elemental Attack' action so long as possessor is Nobility element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Nobility
Cost: 200,000 Gold, 1 Week

Nobility Battle-Aura- (Stance Ability, Other: Noble) Possessor deals 10,000 Flat Nobility element Damage to each opponent at the start of each round
Requires: Emanate Nobility, Improved Weaponization of Nobility
Cost: 50,200,000 Gold, 1 Weeks

Improved Nobility Elemental Emanation- (Passive Ability, Other: Noble) Possessor's 'Call Forth the Living Nobility' ability may summon entities up to Level 20
Requires: Call Forth the Living Nobility
Cost: 200,000 Gold, 1 Weeks

Improved Zonal Nobility Empowerment- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
Requires: Empowered by Nobility, Nourished by Nobility, Improved Zonal Acclimation of Nobility
Cost: 1,000,000 Gold, 1 Weeks

Meditative Assumption of Nobility- (Passive Ability, Other: Noble) Possessor may choose, at the beginning of a thread, to become solely Nobility element
Requires: Basic Nobility Synchronization
Cost: 401,000,000 Gold, 1 Weeks

Nobility Body Form- (Stance Ability, Other: Noble) Possessor gains +200 Defense against Nobility, Possessor gains 15% Nobility Resistance, Possessor may deal 5,000 Flat Nobility element Damage to any individual who conducts an offensive action that targets possessor
Requires: Meditative Assumption of Nobility, Noble, Basic Nobility Resistance, Apprentice Understanding of the Heart of Nobility, Apprentice Defenses Against Nobility
Cost: 50,300,000 Gold, 1 Weeks

Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility 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 Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Noble, 50 other Noble Abilities, Level 20
Cost: 405,000,000 Gold, 1 Weeks


on July 19, 2019.

Vrishni's Track B finished:

Crushing Wave Style- (Stance Ability, Monk) Possessor gains +6,000 CON and 140% To Hit.
Requires: Elementalist, Hydromancer, Having mastered a First-Degree Martial Art
Cost: 500,000 Gold, 2 Weeks

Crushing Wave Swallows All- (Technique Ability, Monk) Possessor may use 'Crushing Wave Swallows All' 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 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, the element Water, a 60% chance of inflicting Drowning, and a 60% chance of inflicting Fatigued: Prone.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Endurance of the Ocean- (Passive Ability, Monk) While possessor is in 'Crushing Wave Style' stance, possessor gains +6,000 CON, +40% Resilience, and +60,000 HP.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Waveburst Strike- (Technique Ability, Monk) Possessor may use 'Waveburst Strike' 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 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and gains a 60% chance of inflicting Drowning on each entity that is an ally of at least one of its targets.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Wave Does Not Break- (Technique Ability, Monk) Possessor may use 'Wave Does Not Break' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Crushing Wave Style' stance. Said action provides its performer with a non-stacking buff that lasts 15 rounds that makes its possessor's actions unable to be cancelled by preemptive counters from sources below Level 40.
Requires: Crushing Wave Style
Cost: 700,000 Gold, 2 Weeks

Wave Rush- (Technique Ability, Monk) Possessor may use 'Wave Rush' 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 'Crushing Wave Style' stance. Said action gains +5,000 Melee Attack, gains the element Water, and uses (Constitution + Agility)/2 as its Prime Attribute.
Requires: Sudden Wind Style
Cost: 700,000 Gold, 2 Weeks

Master of Crushing Wave Style- (Passive Ability, Monk) Possessor gains +6,000 CON and +40% To Hit while in 'Crushing Wave 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: Waveburst Strike, Crushing Wave Swallows All, Wave Does Not Break, Wave Rush, Endurance of the Ocean
Cost: 1,000,000 Gold, 2 Weeks


on February 19, 2019

Crazy Roy finished:

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

Zonal Will Control- (Passive Ability, Other: Paragon of Resolve) Possessor may, at the start of each round, choose one Zone of Will 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
Requires: Control of Will, Improved Zonal Acclimation of Will
Cost: 1,000,000 Gold, 2 Weeks

Stability Within Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains 25% minor negative status effect resistance while in a Zone of Will
Requires: Basic Understanding of the Heart of Will, Defenses that Utilize Will
Requires: 500,000 Gold, 2 Weeks

Understanding of the Bonds of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Will element individual
Requires: Improved Understanding of the Heart of Will
Cost: 200,000 Gold, 2 Weeks

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

Predict the Flow of Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +5% Dodge against Will element individuals
Requires: Improved Defenses Against Will, Improved Understanding of the Heart of Will, Apprentice Defenses that Utilize Will
Cost: 200,000 Gold, 2 Weeks

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

Elemental Invocation of Will- (Technique Ability, Other: Paragon of Resolve) Possessor may use 'Elemental Invocation of Will' in conjunction with an 'Elemental Attack' action so long as possessor is Will element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Requires: Improved Weaponization of Will
Cost: 200,000 Gold, 2 Week

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

Absorb Will- (Passive Ability, Other: Paragon of Resolve) Possessor Absorbs Will against sources below Level 20 if Level 20 or greater
Requires: Will Immunity
Cost: 500,000 Gold, 2 Weeks

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

Call Forth the Living Will- (Active Ability, Other: Paragon of Resolve) Possessor may spend an action to summon 5 Elementals that are Will element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Requires: Improved Understanding of the Heart of Will, Emanate Will
Cost: 300,000 Gold, 2 Weeks

Project Will- (Passive Ability, Other: Paragon of Resolve) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Will
Requires: Improved Weaponization of Will
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Will- (Passive Ability, Other: Paragon of Resolve) If possessor is Will element and performs an 'Elemental Attack' action that is solely Will element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Requires: Improved Weaponization of Will
Cost: 500,000 Gold, 2 Weeks

Reflect Will- (Passive Ability, Other: Paragon of Resolve) Possessor Reflects Will against sources below Level 20 if Level 20 or greater
Requires: Will Immunity
Cost: 500,000 Gold, 2 Weeks

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

Will Battle-Aura- (Stance Ability, Other: Paragon of Resolve) Possessor deals 10,000 Flat Will element Damage to each opponent at the start of each round
Requires: Emanate Will, Improved Weaponization of Will
Cost: 200,000 Gold, 3 Weeks

Adept Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Amounts of Will element Damage possessor deals are increased by 10,000 points, Will 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 Will element Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Paragon of Resolve, 50 other Paragon of Resolve Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


On August 26, 2019

<ERROR> Flynn finished:

Basic Ability to Successfully Disguise Oneself as a Magic Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Magic Being and a Disguise equipped by possessor is changing possessor's subtype to Magic Being
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Monster- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Monster and a Disguise equipped by possessor is changing possessor's subtype to Monster
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Ooze- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Ooze and a Disguise equipped by possessor is changing possessor's subtype to Ooze
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Robot- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Robot and a Disguise equipped by possessor is changing possessor's subtype to Robot
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Shapeshifter- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Shapeshifter and a Disguise equipped by possessor is changing possessor's subtype to Shapeshifter
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Spirit- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Spirit and a Disguise equipped by possessor is changing possessor's subtype to Spirit
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Undead- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Undead and a Disguise equipped by possessor is changing possessor's subtype to Undead
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Requires: Basic Disguise Proficiency
Cost: 20,000 Gold, 3 Weeks


Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Requires: Makeup Artist, Clown, Basic Disguise Proficiency
Cost: 200,000 Gold, 2 Weeks


Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks


on April 2, 2019.

The Music finished:


Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Requires: Basic Channeler Attunement
Cost: 50,000 Gold, 1 Week

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

Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Requires: Basic Channeling Attunement
Cost: 80,000 Gold, 2 Weeks

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

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

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
Requires: Apprentice Channeling Attunement, 10 other Channeler abilities
Cost: 125,000 Gold, 4 Weeks

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Requires: Basic Transferal of Superior Health, Apprentice Channeling Attunement
Cost: 100,000 Gold, 2 Weeks

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

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

Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks

Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Requires: Improved Positive Status Channeling
Cost: 110,000 Gold, 2 Weeks


on March 5, 2019.
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Celestine has an Adept-level class (Gearwright) and is Level 39! She takes 12 Grandmaster's Text from Dulcinea and eats them for 144 Bonus Weeks!

She gains the award:
Has Used 12 Grandmaster's Text


----~~====~~----

She takes on the Test of Talent:
Name: 'Second Holy Imperial Challenge of Power: Test of Talent'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Possess 240 abilities; 5 of these must be <Class Name> (third tier) abilities, and 1 must be an <Adept 'X'> (fourth tier) ability

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

Reward:

Items-
1/12 Holy Imperial Seal of Power

Awards-
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
and completes the task by having Adept Gearwright, and Class-name in Clothier, Counselor of Fae, Crafter, Diplomat, and Engineer, gaining the rewards thereof!


----~~====~~----

She takes on the Test of Hours:
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

Awards-
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
by spending 24 Bonus Weeks, and gains the rewards thereof!


In summary, Celestine gains

120 Bonus Weeks
2 1/12 Holy Imperial Seal of Power

and the awards:
Has Used 12 Grandmaster's Text
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"

Dulcinea loses:
12 Grandmaster's Text
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Ryuutarou spends 10 bonus weeks and 25,000,000 Gold weeks to gain
Adept Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Requires: Dragon Lord, 50 other Dragon Lord Abilities, Level 20
Cost: 25,000,000 Gold, 10 Weeks
He has an Adept now, and is level 39! He takes 12 Grandmaster's Texts from Dulcinea and eats them, gaining 144 Bonus Weeks!

He gains the award:
Has Used 12 Grandmaster's Text


----~~====~~----

He takes on the Test of Talent:
Name: 'Second Holy Imperial Challenge of Power: Test of Talent'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Possess 240 abilities; 5 of these must be <Class Name> (third tier) abilities, and 1 must be an <Adept 'X'> (fourth tier) ability

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

Reward:

Items-
1/12 Holy Imperial Seal of Power

Awards-
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
and completes the task by having Adept Dragon Lord, and Class-name in Blazing Sultan, Heir to the Future, Ravager, Slayer, and Veilwalker, gaining the rewards thereof!


----~~====~~----

He takes on the Test of Hours:
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

Awards-
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
by spending 24 Bonus Weeks, and gains the rewards thereof!


----~~====~~----

He takes on the Test of Fame and Fortune:
Name: 'Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune'
Location: Holy Imperial Bureau of Officiating: Nexus Branch
Client: The First Holy Empire

Prerequisites:
Level 20

Requirements:
Each day, while you possess this task, you may post in a Player Thread called 'Fortune Test' for a random number between 1 and 100 to be rolled by a mod; if said number is 100, you win this task
OR
Possess 24 Fame (not counting boosts from items or abilities)

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

Reward:

Items-
1/12 Holy Imperial Seal of Power

Awards-
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
and succeeds by having the minimum 24 fame, and gains the rewards thereof!


-------------

In summary, Ryuutarou gains

Adept Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon

110 Bonus Weeks (net, noting he had sufficient bonus weeks before this pool to expend on Adept Dragon Lord)
3 1/12 Holy Imperial Seal of Power

and the awards:
Has Used 12 Grandmaster's Text
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"


Dulcinea loses:
12 Grandmaster's Text
25,000,000 Gold


This post only, ~UPDATED~
User avatar
The Nottest of Daves
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Posts: 1299
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Re: Ability Shop

Post by The Nottest of Daves »

Lurky expends 8 Bonus weeks and 12,000,000 Gold adding the Lashmordu to his Manifestation List
Lashmordu Manifestation wrote: Outer Lord Manifestation Ability: Darkspawn Touch- (Active Ability, Herald of Lunacy) Possessor may spend an action to replicate the following ability:
Darkspawn Touch- 15% inflicts Confusion, 19% inflicts Paralysis, Darkness, 0 MP

Outer Lord Manifestation Ability: Black Breath- (Active Ability, Herald of Lunacy) Possessor may spend an action to replicate the following ability:
Black Breath- 200 Damage, 50% 1 hit against 3, This Action's Prime Attribute is Strength + Agility, Darkness, 100 MP

Outer Lord Manifestation Ability: Mad Wave- (Active Ability, Herald of Lunacy) Possessor may spend an action to replicate the following ability:
Mad Wave- 40% inflicts Confusion, 1 hit against 30, Darkness, 200 MP

Outer Lord Manifestation Ability: Tendril Lash- (Active Ability, Herald of Lunacy) Possessor may spend an action to replicate the following ability:
Tendril Lash- 600 Damage, Ignores 140 Defense, This Action's Prime Attribute is Strength + Agility, Electricity, 0 MP

=====

Lashmordu-
Level 3
Darkspawn, Electricity
HP- 3200
MP- 1800
STR- 140
AGI- 210
CON- 15
MIN- 29
SPI- 15
XP- 0
Defense- 118, +300 Defense against Psychic
Critical Chance- 1%
To Hit- 99%
Dodge- 1%
Resilience- 3%
Resistances and Immunities- Healed by Electricity, Immune to Poison, Impaired, Diseased, Paralyze, Electrocution, Burning, Confusion, and Insanity
Prime Attribute- Strength + Agility
Constant Effects-
None
Abilities-
Tendril Lash- 600 Damage, Ignores 140 Defense, Electricity, 0 MP
Darkspawn Touch- 15% inflicts Confusion, 19% inflicts Paralysis, Darkness, 0 MP
Black Breath- 200 Damage, 50% 1 hit against 3, Darkness, 100 MP
Mad Wave- 40% inflicts Confusion, 1 hit against 30, Darkness, 200 MP
then 10 more Bonus weeks and 375,000 Gold learning:
Apprentice Herald of Lunacy Knowledge- (Passive Ability, Herald of Lunacy) Possessor's Darkspawn pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Herald of Lunacy Knowledge, 3 other Herald of Lunacy abilities
Cost: 125,000 Gold, 2 Weeks

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

Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Requires: Apprentice Thief Arts Attunement, 10 other Thief abilities
Cost: 125,000 Gold, 4 Weeks

This post, only, has been ~UPDATED~
Kitsune106d
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Posts: 953
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Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Heracles mines:

Holds a Job Down at the Quarry- (Passive Ability, Merchant) Possessor may, once per day, post to claim 1,000,000 Gold and 1 Mountain King Bonus Week, Possessor loses 1 battle slot per day, Possessor loses this ability if possessor does not post to claim the Gold and Week from this ability for 30 consecutive days without posting a Guild Thread saying they're putting in paperwork for approved long-term leave at their quarry job

1,000,000 gold
1 Mountain King Bonus week
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

kit will use:
Fae Prince's Heartblood- (Permanent Consumable, Empowered Item, Magic & Blood & Life & Wood, 1 Charge, 80,000,000 Gold) Target willing player gains the ability 'Prince of Faerie' and 40 Counselor of Faerie Bonus Weeks


Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
3 Empowered Holy Festival Snack Mix- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 15,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Snack Mix"", Cannot be used if # is already 10 or greater
Empowered Holy Festival Cranberry Mousse- (Permanent Consumable, Empowered Item, Magic & Fire & Water, 1 Charge, 30,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Holy Festival Cranberry Mousse"", Cannot be used if # is already 10 or greater, Cannot be used more than once on any given individual within the span of a month


Prince of Faerie- (Passive Ability, Counselor of Faerie) +80,000 SPI, +40,000 AGI, +40,000 Magical Attack, +20% Dodge, 20% Fae Resistance, Possessor gains a 200% chance of optionally inflicting Charm on Fae, Possessor gains a 45% chance of optionally inflicting Dominion on Fae, Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique


40 Counselor of Faerie Bonus Weeks


Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos


Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos


Has Consumed 3 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit will train:

Track a:

Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Requires: Basic Understanding of the Heart of Time, Defenses that Utilize Time
Requires: 500,000 Gold, 2 Weeks


Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Requires: Clock Watcher
Cost: 3,000,000 Gold, 2 Weeks


Uplifted By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Time
Requires: Basic Understanding of the Heart of Time
Requires: 200,000 Gold, 2 Weeks


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
Requires: Improved Understanding of the Heart of Time
Cost: 200,000 Gold, 2 Weeks


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
Requires: Improved Weaponization of Time
Cost: 3,000,000 Gold, 2 Weeks


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
Requires: Wind of Seconds, Fast Personal Time Progression, Self Age-Control, Time Body Form, Doublespeed Recovery (Moderate)
Cost: 30,000,000 Gold, 2 Weeks


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.
Requires: Improved Weaponization of Time
Cost: 500,000 Gold, 2 Weeks

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.
Requires: Improved Weaponization of Time
Cost: 200,000 Gold, 2 Week


for:
37,700,000 gold
16 weeks

finishing on July 20, 2021
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Kit:
Kit has 20 skills points:
Fleet Footed Messenger- (Skill Tree, Monk)
[X][X][X][X][X]- Possessor gains +5% Dodge for each box marked; each box costs 1 Skill Point
[]- Possessor gains +500 to possessor's turn-order-determining stat sum if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Switch Rows' action if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Trade' action if the box is marked; the box costs 5 skill points
[]- Once per thread possessor may gain an additional action after completing a 'Trade' action if the box is marked; the box costs 12 skill po


Ghost Hunter- (Skill Tree, Hunter)
[][][][][]- Possessor gains +5% To Hit against Undead whose name includes 'Ghost' or who possess a Constant Effect whose name includes 'Incorporeal' for each box marked; each box costs 1 Skill Point
[][][][][]- Possessor gains +3% Critical against Undead for each box marked; each box costs 1 Skill Point
[]- Possessor may spend an action to scan the stats of an Undead whose name includes 'Ghost' or who possesses a Constant Effect whose name includes 'Incorporeal'; the box costs 3 skill points
[]- Possessor ignores Dodge bonuses provided by Constant Effects whose name includes 'Incorporeal'; the box costs 8 skill points
[X]- Possessor is Immune to debuffs that come from abilities whose name includes 'Possess' or 'Possession' that result in possessor's actions being controlled or possessor being treated as a transformation; the box costs 10 skill points


cost: 15 points


Track B:
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Requires: Knowledge of Portals, Apprentice Gate Magic Attunement
Cost: 400,000 Gold, 2 Weeks


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

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

Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Requires: None
Cost: 50,000 Gold, 2 Weeks

Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Requires: Apprentice Gate Magic Attunement, 10 other Wanderer abilities
Cost: 125,000 Gold, 4 Weeks


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

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


total:
875,000 gold
16 weeks

Finishing on july 20th, 2021
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: Ability Shop

Post by Kitsune106d »

Rey Naboshi will train:

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

Basic Affinity to Healing Via Fire- (Passive Ability, Blazing Sultan) Whenever possessor obtains Fire element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Fire Synchronization
Cost: 20,000 Gold, 2 Weeks

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

Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Requires: Basic Gun Training
Cost: 200,000 Gold, 2 Weeks

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

Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks

cost:
550,000 gold
12 weeks
to finish on June 22,2021

Heracles pays
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Pathaky
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Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Ability Shop

Post by Pathaky »

Nole uses

*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 15 Times as of December 2018

to gain 4 more Warrior weeks. (This bumps the usages up to 16)
Pathaky
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Posts: 263
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Re: Ability Shop

Post by Pathaky »

In the same vein:

Roy claims his Dark Chosen weeks for March!

*Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +86,500 Defense against Darkness, 60% Darkness Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Light-element targets, Possessor (Absorbs Darkness, Reflects Darkness, and possesses Darkness Immunity) against sources below Level 40, Possessor gains the element Darkness, Possessor gains 2 additional Ebon Chancellor bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Darkness element
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Celas
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Posts: 228
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Re: Ability Shop

Post by Celas »

Truth Chosen- (Passive Ability Aspect- Truth Chosen Regalia, Chosen One) +130,000 Defense against Truth, 99% Truth Resistance, Possessor's damage-dealing attacks deal 50,000 additional damage to Moon element targets

Celas glitchily claims 2 Analyst of the Absolute Bonus Weeks for March with the missing text extrapolated from

*Energy Chosen- (Passive Ability Aspect- Energy Chosen Regalia, Chosen One) +86,500 Defense against Energy, 60% Energy Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Ice-element targets, Possessor (Absorbs Energy, Reflects Energy, and possesses Energy Immunity) against sources below Level 40, Possessor gains the element Energy, Possessor gains 2 additional Countess of Power bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Energy element
and
*Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +86,500 Defense against Darkness, 60% Darkness Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Light-element targets, Possessor (Absorbs Darkness, Reflects Darkness, and possesses Darkness Immunity) against sources below Level 40, Possessor gains the element Darkness, Possessor gains 2 additional Ebon Chancellor bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Darkness element
User avatar
Celas
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Re: Ability Shop

Post by Celas »

Elyion got 200 Hollow Man Bonus Weeks from some [UNDEFINED] source!

Absorb Null- (Passive Ability, Other: Hollow Man) Possessor cannot Absorb elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Null Immunity
Cost: 500,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Null- Whenever possessor obtains HP Healing or MP Healing, said amount is decreased by 1,000 points if possessor is Null element
Requires: Basic Affinity to Healing Via Null
Cost: 200,000 Gold, 2 Weeks

Apprentice Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons obtain -250 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 125,000 Gold, 2 Weeks

Apprentice Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor obtains -500 Defense if possessor is Null element
Requires: Basic Defenses Against Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all base elements if possessor is Null element
Requires: Basic Null Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -100 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 500 points if possessor is Null element
Requires: Basic Weaponization of Null
Cost: 100,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor gains -500 to all stats
Requires: Basic Zonal Acclimation of Null
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Null's Dominion- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -25 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Requires: Basic Zonal Acclimation of Null
Cost: 30,000 Gold, 1 Week

Basic Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 500 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 20,000 Gold, 2 Weeks

Basic Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -50 to all stats if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -50 Defense if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 1% Weakness to all base elements if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -10 to all stats if possessor is Null element
Requires: Basic Command of Null
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 50 points if possessor is Null element
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor gains -50 to all stats while in a Zone of Null
Requires: Basic Null Synchronization
Cost: 40,000 Gold, 2 Weeks

Blank Roots- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor, despite any effects that would come from the ability 'Empty', benefits from buffs possessed by possessor's allies who are either PCs or who are normally fightable for drops on the enemy list (subject to normal stacking as though they were all present on possessor)
Requires: Index of Zero, Glitchdodge
Cost: 10,000,000 Gold, 3 Weeks

Call Forth the Living Null- (Active Ability, Other: Hollow Man) Possessor may spend an action to unsummon 5 of its summons
Requires: Improved Understanding of the Heart of Null, Emanate Null
Cost: 300,000 Gold, 2 Weeks

Charity of Sacrifice- (Passive Ability, Other: Hollow Man) Up to 200 times per round, if possessor is Null element, when possessor would obtain a 'debuff' from one of possessor's 'Hollow Man' abilities, possessor may place it on an opponent
Requires: Blank Roots
Cost: 10,000,000 Gold, 3 Weeks

Conducting Works Apart From Space or Time- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would cancel one of possessor's actions, said action is instead not cancelled and possessor obtains an additional action after it
Requires: Sustained by Nothing
Cost: 10,000,000 Gold, 3 Weeks

Control of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions have a 20% chance of being cancelled, with things that would occur before and after those actions still occurring
Requires: Null Manipulation
Cost: 500,000 Gold, 2 Weeks

Cored- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's Base Stats are reduced by 3
Requires: Empty
Cost: 10,000,000 Gold, 5 Weeks

Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -500 Defense if possessor is Null element
Requires: Basic Null Synchronization, Basic Defenses against Null, Basic Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Detect Null- (Passive Ability, Other: Hollow Man) Possessor gains -1% To Hit if possessor is Null element
Requires: Apprentice Divining Attunement, Basic Null Synchronization
Cost: 100,000 Gold, 2 Weeks

Elemental Attack-Conversion: Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Attack-Conversion: Null' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Null element; it does not count against the maximum number of techniques that may be used as part of said action. Said action loses all its elements.
Requires: Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Elemental Invocation of Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Invocation of Null' in conjunction with an 'Elemental Attack' action if possessor is Null element; it does not count against the number of techniques that may be used as part of said action. Said action gains -500 Melee Attack, -500 Magical Attack, and -500 Ranged Attack.
Requires: Improved Weaponization of Null
Cost: 200,000 Gold, 2 Weeks

Emanate Null- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 10,000
Requires: Absorb Null, Null Manipulation
Cost: 100,000 Gold, 2 Weeks

Empowered By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Mind Restore at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Empty- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor does not benefit from buffs or positive status effects
Requires: Adept Null Synchronization
Cost: 10,000,000 Gold, 5 Weeks

Empty Presence- (Passive Ability, Other: Hollow Man) Possessor may choose for the ability 'Hollow' to not remove the text of some or all of its abilities
Requires: True Nature of a Hollow Man
Cost: 10,000,000 Gold, 3 Weeks

Glitchdodge- (Passive Ability, Other: Hollow Man) Dodge penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Requires: Empty Presence
Cost: 10,000,000 Gold, 3 Weeks

Greater Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are decreased by 25,000 points if possessor is Null element
Requires: Improved Weaponization of Null, Hollow Man
Cost: 5,000,000 Gold, 2 Weeks

Hollow- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's non-'Attack', non-'Hollow Man' abilities lose their text
Requires: Cored
Cost: 10,000,000 Gold, 5 Weeks

Improved Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 5,000 points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null
Cost: 500,000 Gold, 2 Weeks

Improved Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -1,000 to all stats if possessor is Null element
Requires: Apprentice Command of Null, Basic Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -5,000 Defense if possessor is Null element
Requires: Apprentice Defenses Against Null, Basic Null Resistance
Cost: 500,000 Gold, 2 Weeks

Improved Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -2,000 Defense if possessor is Null element
Requires: Apprentice Null Synchronization, Improved Defenses against Null, Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Null Elemental Emanation- (Passive Ability, Other: Hollow Man) Possessor's 'Call Forth the Living Null' ability may unsummon the summons of possessor's allies that are willing or below Level 40
Requires: Call Forth the Living Null
Cost: 200,000 Gold, 2 Weeks

Improved Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 10% Weakness to all base elements if possessor is Null element
Requires: Apprentice Null Resistance, Basic Defenses against Null
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies obtain -250 to all stats if possessor is Null element
Requires: Improved Command of Null, Apprentice Understanding of the Heart of Null
Cost: 500,000 Gold, 2 Weeks

Improved Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 5,000 points if possessor is Null element
Requires: Apprentice Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -1,000 to all stats
Requires: Apprentice Zonal Acclimation of Null
Cost: 500,000 Gold, 2 Weeks

Improved Zonal Null Empowerment- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -500 to all stats, -500 Melee Attack, -500 Magical Attack, -500 Ranged Attack, and -500 Defense
Requires: Empowered by Null, Nourished by Null, Improved Zonal Acclimation of Null
Cost: 1,000,000 Gold, 2 Weeks

Index of Zero- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may cast spells that possessor is carrying but does not have equipped
Requires: True Nature of a Hollow Man
Cost: 10,000,000 Gold, 3 Weeks

Infinite Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor loses all elements while in Hollow Man stances
Requires: Meditative Assumption of Null, Adept Null Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Lonely Existence- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may treat its allies as though they were not in the same battlespace
Requires: No Thousand Selves Not Waging 10,000 Wars
Cost: 10,000,000 Gold, 3 Weeks

Meditative Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor may choose, at the beginning of a thread, to lose all of its elements
Requires: Basic Null Synchronization
Cost: 1,000,000 Gold, 10 Weeks

No Thousand Selves Not Waging 10,000 Wars- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would reduce the Damage or Stat Damage possessor deals, it instead increases it by a corresponding amount
Requires: Phantom Limb Amputation
Cost: 10,000,000 Gold, 3 Weeks

Nonsynchronous Elemental Attack-Conversion: Null- (Passive Ability, Other: Hollow Man) Possessor (always counts as being in a Zone of Null and always considers its most-recent action to have been solely Null element) while possessor is Null element
Requires: Elemental Attack-Conversion: Null
Cost: 500,000 Gold, 2 Weeks

Nourished By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of being losing the status effect Rejuvenation at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Nourish Null- (Passive Ability, Other: Hollow Man) Whenever possessor deals HP or MP healing, possessor deals 300 fewer points if possessor is Null element
Requires: Apprentice Affinity to Healing Via Null, Nourished by Null
Cost: 200,000 Gold, 2 Weeks

Null Battle-Aura- (Stance Ability, Other: Hollow Man) Possessor's Max HP is reduced by 10,000 at the start of each round as a debuff that stacks 200 times
Requires: Emanate Null, Improved Weaponization of Null
Cost: 200,000 Gold, 3 Weeks

Null Body Form- (Stance Ability, Other: Hollow Man) Possessor gains -200 Defense if possessor is Null element, Possessor gains 15% Weakness to all base elements if possessor is Null element, Possessor's Max HP is reduced by 5,000 as a debuff that stacks 200 times whenever possessor is targeted with an offensive action if possessor is Null element
Requires: Meditative Assumption of Null, Hollow Man, Basic Null Resistance, Apprentice Understanding of the Heart of Null, Apprentice Defenses Against Null
Cost: 300,000 Gold, 3 Weeks

Null Immunity- (Passive Ability, Other: Hollow Man) Possessor cannot be Immune to elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Improved Null Resistance, Hollow Man, Level 20
Cost: 500,000 Gold, 2 Weeks

Null Manipulation- (Passive Ability, Other: Hollow Man) At the start of each round, if possessor is Null element, possessor loses all buffs that possessor possesses
Requires: Apprentice Null Synchronization, 5 other Hollow Man abilities
Cost: 400,000 Gold, 3 Weeks

Nullify Null- (Passive Ability, Other: Hollow Man) Possessor may remove all elements from actions that target possessor that come from sources that are either below Level 40 or willing
Requires: Adept Null Synchronization
Cost: 10,000,000 Gold, 2 Weeks

Partial Channeling of the Wrath of Null- (Passive Ability, Other: Hollow Man) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions have their chances of inflicting moderate negative status effects reduced by 5% if possessor is Null element
Requires: Basic Null Resistance, Basic Weaponization of Null
Cost: 40,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all moderate negative status effects if possessor is Null element
Requires: Basic Null Resistance
Cost: 40,000 Gold, 2 Weeks

Phantom Limb Amputation- (Passive Ability, Other: Hollow Man) Once per round, if possessor is Null element, when an opponent of equal or lower Level would place a debuff on possessor, possessor may change its text to 'Possessor's <Name of a Hollow Man ability possessed by the individual obtaining this debuff at the time it is obtained that possesses text> ability loses its text' that stacks 5 times
Requires: Charity of Sacrifice
Cost: 10,000,000 Gold, 3 Weeks

Predict the Flow of Null- (Passive Ability, Other: Hollow Man) Possessor gains -5% Dodge if possessor is Null element
Requires: Improved Defenses Against Null, Improved Understanding of the Heart of Null, Defenses that Utilize Null
Cost: 200,000 Gold, 2 Weeks

Project Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may choose for possessor's actions to gain -300 Melee Attack, Ranged Attack, and Magical Attack and lose all elements
Requires: Improved Weaponization of Null
Cost: 3,000,000 Gold, 2 Weeks

Prosperous Venting of Excess Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions deals 5,000 less Damage, and, at the end of each of possessor's actions, possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 5,000.
Requires: Improved Weaponization of Null
Cost: 500,000 Gold, 2 Weeks

Reconsume Null Elemental Spawn- (Passive Ability, Other: Hollow Man) Whenever possessor unsummons a summon, possessor's Max HP is reduced by (1,000 * said summons Level, to a Max of 99,000) as a debuff that stacks 200 times
Requires: Improved Null Elemental Emanation, Improved Affinity to Healing Via Null
Cost: 200,000 Gold, 2 Weeks

Reflect Null- (Passive Ability, Other: Hollow Man) Possessor cannot Reflect elements unless possessor is Level 20 or greater if possessor is Null element
Requires: Null Immunity
Cost: 500,000 Gold, 2 Weeks

Relentless Tempest of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions lose their elements.
Requires: Nonsynchronous Elemental Attack-Conversion: Null, Adept Null Synchronization
Cost: 6,000,000 Gold, 2 Weeks

Soothing Null Emanation- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces Damage its possessor deals by 10,000
Requires: Emanate Null, Nourish Null
Cost: 300,000 Gold, 1 Week

Stability Within Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains a 25% weakness to minor negative status effects
Requires: Basic Understanding of the Heart of Null, Defenses that Utilize Null
Requires: 500,000 Gold, 2 Weeks

Sustained by Nothing- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities or a buff or debuff resulting from one of said abilities would reduce possessor's Max HP, it is instead increased by a corresponding amount
Requires: Lonely Existence
Cost: 10,000,000 Gold, 3 Weeks

True Nature of a Hollow Man- (Passive Ability, Other: Hollow Man) Stat penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Requires: Hollow
Cost: 10,000,000 Gold, 5 Weeks

Understanding of the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor and all individuals whose stats are linked to possessor's gain -200 to all stats if possessor is Null element
Requires: Improved Understanding of the Heart of Null
Cost: 200,000 Gold, 2 Weeks

Uplifted By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Elevated at the start of each round
Requires: Basic Understanding of the Heart of Null
Requires: 200,000 Gold, 2 Weeks

Zonal Null Control- (Passive Ability, Other: Hollow Man) While possessor is Null element, possessor counts as being in no Zones that are not Null element that were created by possessor or possessor's allies
Requires: Control of Null, Improved Zonal Acclimation of Null
Cost: 1,000,000 Gold, 2 Weeks

184,995,000 Gold (El Pays)

174 Weeks

Leaves 26 Hollow Man Bonus Weeks


This post, and this post only, has been UPDATED.
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Ability Shop

Post by Celas »

So let's start with an easy one.

Celas has 13 Warrior abilities but no capstone. Unacceptable!

He combos 5 Essence Sphere: Botanist into 5 Essence Sphere: Warrior and immediately learns

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

gaining
1 Warrior Bonus Week

and the Award
Has Consumed 5 Essence Sphere: Warrior
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Ability Shop

Post by The Nottest of Daves »

Ryuutarou gets some Basic, Improved, and Greater Essence Sphere: Crafter spun up for him from Volatilis's Expert Wanderer and Dulcinea's Adept Geomancer and Name-rank Crafter.

He then spheres his way to Heir of Dust and Thermonuclear Disciple.
PLAY BALL wrote: ~CRAFTER~ [10-10]
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks

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
Requires: Artist
Cost: 300,000 Gold, 3 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks

Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


~CRUSHER~ [9]
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Requires: Apprentice Hammer Training, 10 other Crusher abilities
Cost: 125,000 Gold, 4 Weeks

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

Heavy Swings- (Passive Ability, Crusher) +180 Melee Attack when a Hammer that takes 2 Weapon slots is equipped, Hammers that take at least 2 Weapon slots that have a chance of inflicting Stun have said chance increased by 20%
Requires: Hammer Wielding I
Cost: 80,000 Gold, 3 Weeks


~LORD OF WAR~ [24]
Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Requires: Basic War Machine User, 3 other Lord of War abilities
Cost: 125,000 Gold, 2 Weeks

Artillery Firing Training- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage to targets in the back row
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Artillery Targeting Training- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +1% To Hit against targets in the back row
Requires: Artillery Firing Training
Cost: 60,000 Gold, 2 Weeks

Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Requires: Basic War Machine User
Cost: 60,000 Gold, 2 Weeks

Barrage Fire Training- (Passive Ability, Lord of War) Possessor's War Machine transformations have their attacks which have hits directed at at least 20 targets gain +5% To Hit
Requires: Artillery Targeting Training, Meticulously Aimed Fire
Cost: 150,000 Gold, 2 Weeks

Basic War Machine User- (Passive Ability, Lord of War) All War Machine 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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Requires: Basic War Machine User
Cost: 50,000 Gold, 2 Weeks

Focused Targeting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targeted by offensive actions by another War Machine
Requires: Meticulously Aimed Fire
Cost: 80,000 Gold, 2 Weeks

Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice War Machine User, 10 other Lord of War abilities
Cost: 125,000 Gold, 4 Weeks

Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
Requires: Calculated Targeting, Ballistic Weapons Training
Cost: 70,000 Gold, 2 Weeks

Perpetual Ammo Reserves- (Passive Ability, Lord of War) Possessor's War Machine transformations' attacks that cost between 10% and 50% of possessor's max MP cost an amount less equal to .5% of possessor's max MP
Requires: Ballistic Weapons Training
Cost: 110,000 Gold, 2 Weeks


~SCIENTIST~ [15]
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Understanding of Common Practices of Theoretical Science, 15 other abilities from any combination of Scientist, Engineer, Roboticist, Gearwright, Mechanist, Technomancer, Mech Jockey, Lord of War, Captain, Driver, Mad Scientist, and Smith
Cost: 500,000 Gold, 4 Weeks

Knowledge of Chemicals- (Passive Ability, Scientist) Possessor gains +100 MIN, Potions used by possessor that Heal HP or MP do so for an additional 1,000 points
Requires: Basic Research Skills, Basic Alchemy Attunement, Basic Crafter Proficiency
Cost: 100,000 Gold, 3 Weeks

Knowledge of Toxic Chemicals- (Passive Ability, Scientist) Possessor's Poison infliction chances increase by 5% against targets below Level 60
Requires: Knowledge of Chemicals, Basic Poisoner Training
Cost: 100,000 Gold, 2 Weeks

Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks

Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Requires: Knowledge of Basic Scientific Theory, Basic Hypertech Attunement
Cost: 400,000 Gold, 2 Weeks


~OTHER: DRAGON LORD~ [4]
Atomic Breath- (Passive Ability, Other: 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 deal solely Atomic element Damage
Requires: Dragon's Breath, Basic Atomic Synchronization
Cost: 5,000,000 Gold, 2 Weeks

Destruction Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 20,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Destruction element Damage
Requires: Dragon's Breath, Basic Destruction Synchronization
Cost: 10,000,000 Gold, 2 Weeks


~OTHER: HEIR OF DUST~ [60]
Basic Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to all stats if possessor is Destruction element
Requires: Knowledge of Esoteric Elements, Slayer, Lord of War, Ravager, Warrior, Crusher
Cost: 100,000,000 Gold, 60 Weeks


~OTHER: THERMONUCLEAR DISCIPLE~ [30]
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Esoteric Elements, Scientist
Cost: 50,000,000 Gold, 30 Weeks
This costs Ryuutarou
142 Bonus Weeks

He gains
5 Crafter Weeks

He gains the awards:
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter

Dulcinea loses
168,135,000 Gold
15 Essence Sphere: Botanist
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